问题
I'm trying to draw a sphere with just a diffuse color, but nothing shows up. All the OpenGL code should be correct, because if I swap the "color" shader with "textured" shader, everything shows up nicely.
This is the shader selection code. The if-branch is for the textured objects, and the else-branch is for color-only objects.
GL.Disable(EnableCap.Blend);
if (phong.diffuseTexture != 0)
{
texturedShader.Enable();
GL.UniformMatrix4(texturedShader.GetUniformLocation("view"), false, ref camView);
GL.UniformMatrix4(texturedShader.GetUniformLocation("projection"), false, ref Camera.main.projection);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, phong.diffuseTexture);
int colorMapLoc = Shader.currentShader.GetUniformLocation("colorMap");
if (colorMapLoc > -1) GL.Uniform1(colorMapLoc, 0);
}
else
{
coloredShader.Enable();
GL.UniformMatrix4(texturedShader.GetUniformLocation("view"), false, ref camView);
GL.UniformMatrix4(texturedShader.GetUniformLocation("projection"), false, ref Camera.main.projection);
}
// Continues with the VBO rendering code...
So the first branch works, but the second branch outputs nothing. Here's the color-only shaders (most of it is just copy-paste from the textured shader, that's why there's texcoords etc. still there):
// VERTEX SHADER
#version 330
uniform mat4 projection;
uniform mat4 view;
uniform mat4 world;
uniform vec3 diffuseColor;
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec2 in_texcoord;
layout(location = 3) in vec3 in_tangent;
layout(location = 4) in vec3 in_binormal;
out mat3 tangentToWorld;
out vec2 texcoord;
out vec3 normal;
out vec3 color;
void main(void)
{
gl_Position = projection * view * world * vec4(in_position, 1.0);
color = diffuseColor;
normal = (world * vec4(normalize(in_normal), 0.0)).xyz;
tangentToWorld[0] = (world * vec4(in_tangent, 0.0)).xyz;
tangentToWorld[1] = (world * vec4(in_binormal, 0.0)).xyz;
tangentToWorld[2] = (world * vec4(in_normal, 0.0)).xyz;
texcoord = in_texcoord;
}
// FRAGMENT SHADER
#version 330
in vec2 texcoord;
in mat3 tangentToWorld;
in vec3 normal;
in vec3 color;
layout(location = 0) out vec4 out_diffuse;
layout(location = 1) out vec4 out_normal;
void main(void)
{
out_diffuse = vec3(1, 0, 1, 1);
vec3 normal = vec3(0.5, 0.5, 1.0);
normal = 2.0 * normal - 1.0;
normal = tangentToWorld * normal;
normal = (normal + 1.0) / 2;
normal = normalize(normal);
out_normal = vec4(normal.x, normal.y, normal.z, 1.0);
}
... And here's the textured shader:
// VERTEX SHADER
#version 330
uniform mat4 projection;
uniform mat4 view;
uniform mat4 world;
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec2 in_texcoord;
layout(location = 3) in vec3 in_tangent;
layout(location = 4) in vec3 in_binormal;
out mat3 tangentToWorld;
out vec2 texcoord;
out vec3 normal;
void main(void)
{
gl_Position = projection * view * world * vec4(in_position, 1.0);
normal = (world * vec4(normalize(in_normal), 0.0)).xyz;
tangentToWorld[0] = (world * vec4(in_tangent, 0.0)).xyz;
tangentToWorld[1] = (world * vec4(in_binormal, 0.0)).xyz;
tangentToWorld[2] = (world * vec4(in_normal, 0.0)).xyz;
texcoord = in_texcoord;
}
// FRAGMENT SHADER
#version 330
in vec2 texcoord;
in mat3 tangentToWorld;
in vec3 normal;
layout(location = 0) out vec3 out_diffuse;
layout(location = 1) out vec4 out_normal;
uniform sampler2D colorMap;
uniform sampler2D normalMap;
void main(void)
{
out_diffuse = texture(colorMap, texcoord).xyz;
vec3 normal = texture(normalMap, texcoord).xyz;
normal = 2.0 * normal - 1.0;
normal = tangentToWorld * normal;
normal = (normal + 1.0) / 2;
normal = normalize(normal);
out_normal = vec4(normal.x, normal.y, normal.z, texture(normalMap, texcoord).a);
}
For the sake of it, if I render everything with the textured shader, I get this:
... And this is what I get when using both shaders:
Any ideas what could be causing this? Shaders do compile without errors, and everything works with the textured shader, it's just the colored shader that doesn't output anything.
回答1:
Without seeing the other shader's code, my best guess is, that you have
- blending enabled with a
glBlendFunc(GL_SRC_ALPHA, …)
and
- since your color shader uses a vec3 for color output you get implicitly alpha=0, which makes invisible.
But that's just a guess. To test this hypothesis replace in your color fragment shader
// FRAGMENT SHADER
#version 330
layout(location = 0) out vec4 out_diffuse;
void main(void)
{
out_diffuse = vec4(1, 0, 1, 1);
}
回答2:
I solved the problem. In the material selection code, I had a copy-paste error. I set the view and projection matrices to the wrong shader, "texturedShader", whereas I was supposed to set them to the "coloredShader". Copy-paste, not even once, kids!
来源:https://stackoverflow.com/questions/16757764/simple-color-glsl-shader-doesnt-output-anything