Bump map example (Brick wall)
by asterix77
HTML
<!DOCTYPE html>
<html>
<script id="vertex-shader" type="x-shader/x-vertex">
/* bump map vertex shader */
varying vec3 L; /* light vector in texture-space coordinates */
attribute vec2 vTexCoord;
attribute vec4 vPosition;
uniform vec4 normal;
uniform vec4 objTangent; /* tangent vector in object coordinates */
uniform vec4 lightPosition;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
varying vec2 fTexCoord;
void main()
{
gl_Position = projectionMatrix*modelViewMatrix*vPosition;
fTexCoord = vTexCoord;
vec3 eyePosition = (modelViewMatrix*vPosition).xyz;
vec3 eyeLightPos = (modelViewMatrix*lightPosition).xyz;
/* normal, tangent and binormal in eye coordinates */
vec3 N = normalize(normalMatrix*normal.xyz);
vec3 T = normalize(normalMatrix*objTangent.xyz);
vec3 B = cross(N, T);
/* light vector in texture space */
L.x = dot(T, eyeLightPos-eyePosition);
L.y = dot(B, eyeLightPos-eyePosition);
L.z = dot(N, eyeLightPos-eyePosition);
L = normalize(L);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
varying vec3 L;
varying vec2 fTexCoord;
uniform sampler2D bumpMap;
uniform sampler2D texMap;
uniform vec4 diffuseProduct;
void main()
{
// vec4 N = vec4(0.0, 0.0, 1.0, 0.0);
vec4 N = texture2D(bumpMap, fTexCoord);
vec3 NN = normalize(2.0*N.xyz-1.0);
vec3 LL = normalize(L);
float Kd = max(dot(NN, LL), 0.0);
vec4 texColor = texture2D(texMap, fTexCoord);
// vec4 bumpColor = vec4(Kd*diffuseProduct.xyz, 1.0);
vec4 bumpColor = vec4(Kd*texColor.xyz, 1.0);
gl_FragColor = bumpColor; // * texColor;
}
</script>
<script type="text/javascript" src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/webgl-utils.js"></script>
<script type="text/javascript" src="https://www.cs.unm.edu/~angel/WebGL/7E/Common/InitShaders.js"></script>
<script type="text/javascript"...
JavaScript
var canvas;
var gl;
var numVertices = 6;
var pointsArray = [];
var texCoordsArray = [];
var texCoordsBase = [
vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0),
vec2(0.0, 1.0)
];
var vertices = [
vec4( -0.5, -0.5, 0.5, 1.0),
vec4( -0.5, 0.5, 0.5, 1.0),
vec4( 0.5, 0.5, 0.5, 1.0),
vec4( 0.5, -0.5, 0.5, 1.0),
vec4( -0.5, -0.5, -0.5, 1.0),
vec4( -0.5, 0.5, -0.5, 1.0),
vec4( 0.5, 0.5, -0.5, 1.0),
vec4( 0.5, -0.5, -0.5, 1.0)
];
var normal;
var objTangent;
function makeCube() {
pointsArray = [vertices[5], vertices[6], vertices[2],
vertices[5], vertices[2], vertices[1]];
texCoordsArray = [texCoordsBase[0], texCoordsBase[1], texCoordsBase[2],
texCoordsBase[0], texCoordsBase[2], texCoordsBase[3]];
normal = vec4(0.0, 1.0, 0.0, 0.0);
objTangent = vec4(1.0, 0.0, 0.0, 0.0);
}
var modelViewMatrix, projectionMatrix, normalMatrix;
var eye = vec3(2.0, 2.0, 2.0);
var at = vec3(0.0, 0.0, 0.0);
var up = vec3(0.0, 1.0, 0.0);
var fovy = 40;
var aspect;
var near = 0.1;
var far = 1000;
var lightPosition = vec4(0.0, 5.0, 0.0, 1.0);
var lightDiffuse = vec4(1.0, 1.0, 1.0, 1.0);
var materialDiffuse = vec4(0.7, 0.7, 0.7, 1.0);
var program;
var time = 0;
// from glMatrix.js
// Put in MV.js
function mat4ToInverseMat3(mat) {
dest = mat3();
var a00 = mat[0][0],
a01 = mat[0][1],
a02 = mat[0][2];
var a10 = mat[1][0],
a11 = mat[1][1],
a12 = mat[1][2];
var a20 = mat[2][0],
a21 = mat[2][1],
a22 = mat[2][2];
var b01 = a22 * a11 - a12 * a21;
var b11 = -a22 * a10 + a12 * a20;
var b21 = a21 * a10 - a11 * a20;
var d = a00 * b01 + a01 * b11 + a02 * b21;
if (!d) {
return null;
}
var id = 1 / d;
dest[0][0] = b01 * id;
dest[0][1] = (-a22 * a01 + a02 * a21) * id;
dest[0][2] = (a12 * a01 - a02 * a11) * id;
dest[1][0] = b11 * id;
dest[1][1] = (a22 * a00 - a02 * a20) * id;
dest[1][2] = (-a12 * a00 + a02 * a10) * id;
dest[2][0] =...