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;
> }
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> 

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