Try to output individual components first for debugging. For instance output the normal x,y and z as colors.
-- Roland > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf > Of Marcus Fritzen > Sent: maandag 20 augustus 2007 14:21 > To: [email protected] > Subject: [osg-users] shader and illumination > > Hello, > > I have a quick question ;) > > At the moment I am playing a little bit with lighting and > material and therefore I tried to use a shader. I set up a > simple shapeDrawable > (sphere) and a vertex and fragment program. The code for the > shaders I found in a tutorial. It is posted bellow. I also > enabled lighting und light0 and set up values for these. What > I get is really not phong. Just some real white and black. > Could there be a problem with the normals? > > Greetings, > Marcus > > VERT > > varying vec3 normal; > varying vec3 v; > varying vec3 lightvec; > void main(void) > { > normal = normalize(gl_NormalMatrix * gl_Normal); > v = vec3(gl_ModelViewMatrix * gl_Vertex); > lightvec = normalize(gl_LightSource[0].position.xyz - v); > gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; > } > > FRAG > > varying vec3 normal; > varying vec3 v; > varying vec3 lightvec; > > void main(void) > { > vec3 Eye = normalize(-v); > > vec3 Reflected = normalize( reflect( -lightvec, normal )); > //hat den selben effekt wie > //vec3 Reflected = normalize( 2.0 * dot(normal, lightvec) * > normal - lightvec); > > vec4 IAmbient = gl_LightSource[0].ambient; > vec4 IDiffuse = gl_LightSource[0].diffuse * max(dot(normal, > lightvec), 0.0); > vec4 ISpecular = gl_LightSource[0].specular * > pow(max(dot(Reflected, Eye), 0.0), gl_FrontMaterial.shininess); > gl_FragColor = gl_FrontLightModelProduct.sceneColor > + IAmbient > + IDiffuse + ISpecular; > } > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org > This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

