我遇到了一些关于我的标准矩阵的问题。
vs.glsl
#version 440
in vec3 vPosition;
in vec3 vNormal;
out vec4 eyeCordFs;
out vec4 eyeNormalFs;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
void main()
{
mat4 modelView = view * model;
mat4 normalMatrix = view * transpose(inverse(model));
vec4 eyeNorm = normalize(normalMatrix * vec4(vNormal, 0.0));
vec4 eyeCord= modelView * vec4(vPosition, 1.0);
eyeCordFs = eyeCord;
eyeNormalFs = eyeNorm;
gl_Position = proj * modelView * vec4( vPosition,1.0);
}
fs.glsl
#version 440
in vec4 eyeCordFs;
in vec4 eyeNormalFs;
out vec3 outputColor;
uniform vec4 lightPos;
void main()
{
vec4 s = normalize(lightPos - eyeCordFs) ;
vec4 r = reflect(-s,eyeNormalFs);
vec4 v = normalize(-eyeCordFs);
float spec = max( dot(v,r),0.0 );
float diff = max(dot(eyeNormalFs,s),0.0);
vec3 diffColor = diff * vec3(1,0,0);
vec3 specColor = pow(spec,3) * vec3(1,1,1);
vec3 ambientColor = vec3(0.1,0.1,0.1);
outputColor = diffColor + 0.5 * specColor + ambientColor;
}
这个的输出结果看起来像这样:
![enter image description here](https://istack.dev59.com/fXDHm.webp)
于是我改变了这一行:
vec4 eyeNorm = normalize(normalMatrix * vec4(vNormal, 0.0));
为了
vec4 eyeNorm = normalize(modelView * vec4(vNormal, 0.0));
现在输出看起来像这样:
![enter image description here](https://istack.dev59.com/IJ5S5.webp)
normalMatrix
的方式有误吗?