У меня сфера с центром в C (0,0,0).Сейчас я вычисляю нормаль внутри вершинного шейдера.Я не передаю его ему.
#version 330
layout(location = 0) in vec3 in_Position; //declare position
layout(location = 1) in vec3 in_Color;
// mvpmatrix is the result of multiplying the model, view, and projection matrices */
uniform mat4 MVP_matrix;
vec3 constant_col;
vec3 normal_pos,normal_light_pos;
vec3 Light_Pos = vec3(3.0f, 2.0f, 4.0f); //Light Source
float light_magn,norm_magn;
float dot_prod;
float angle;
float Light_in;
out vec3 ex_Color;
void main(void) {
// Multiply the MVP_ matrix by the vertex to obtain our final vertex position (mvp was created in *.cpp)
gl_Position = MVP_matrix * vec4(in_Position, 1.0);
//normalizing vectors
normal_pos = normalize(in_Position);
normal_light_pos = normalize(Light_Pos);
//calculating the vector's magnitude
light_magn = sqrt(pow(normal_light_pos.x,2) + pow(normal_light_pos.y,2) + pow(normal_light_pos.z,2));
norm_magn = sqrt(pow(normal_pos.x,2) + pow(normal_pos.y,2) + pow(normal_pos.z,2));
dot_prod = dot(normal_light_pos, normal_pos); //getting the dot product
angle = dot_prod/ (light_magn*norm_magn); //getting angle in radians
angle = clamp(angle, 0, 1);
Light_in = cos(angle); // here I calculate the light intensity
constant_col = vec3(1.0f,0.0f,0.0f); //set the sphere's color to red
ex_Color = constant_col * Light_in ; //for sphere
}
мой код основан на правиле косинуса Ламберта, в основном отсюда: http://en.wikipedia.org/wiki/Lambertian_reflectance
Что я получаю, это: 