I have an issue, I want my light to come from my object, I managed to pass its position as uniform but I can't pass its rotation matrix. My fragment shader:
#version 120
varying vec3 coordonnee_3d;
varying vec3 coordonnee_3d_locale;
varying vec3 normale;
varying vec4 color;
uniform sampler2D texture;
// vec3 light=vec3(0.5,0.5,5.0);
uniform vec4 pos_lamp;
uniform mat4 rot_lamp;
vec3 light = vec3(pos_lamp.x, pos_lamp.y, pos_lamp.z);
void main (void)
{
vec3 n = normalize(normale);
vec3 d = normalize(light-coordonnee_3d_locale);
mat4 test = rot_lamp;
vec3 r = reflect(d,n);
vec3 o = normalize(-coordonnee_3d_locale);
float diffuse = 0.7*clamp(dot(n,d),0.0,1.0);
float specular = -0.2*pow(clamp(dot(r,o),0.0,1.0),128.0);
float ambiant = 0.2;
vec4 white = vec4(1.0,1.0,1.0,0.0);
vec2 tex_coord = gl_TexCoord[0].xy;
vec4 color_texture = texture2D(texture,tex_coord);
vec4 color_final = color*color_texture;
gl_FragColor = (ambiant+diffuse)*color_final+specular*white;
}
And in my function display_callback in my main.cpp
static void display_callback(){
glUniformMatrix4fv(get_uni_loc(shader_program_id, "rotation_view"), 1, false, pointeur(transformation_view.rotation));
PRINT_OPENGL_ERROR();
vec3 cv = transformation_view.rotation_center;
glUniform4f(get_uni_loc(shader_program_id, "rotation_center_view"), cv.x, cv.y, cv.z, 0.0f);
PRINT_OPENGL_ERROR();
vec3 tv = transformation_view.translation;
glUniform4f(get_uni_loc(shader_program_id, "translation_view"), tv.x, tv.y, tv.z, 0.0f);
PRINT_OPENGL_ERROR();
glUniform4f(get_uni_loc(shader_program_id, "pos_lamp"), transformation_model_1.translation.x, transformation_model_1.translation.y, transformation_model_1.translation.z, 0.0f);
PRINT_OPENGL_ERROR();
glUniformMatrix4fv(get_uni_loc(shader_program_id, "rot_lamp"), 1, false, pointeur(transformation_model_1.rotation));
PRINT_OPENGL_ERROR();
}
But I have this issue: No such uniform named "rot_lamp"
Following on from the comment, you have...
uniform sampler2D texture;
// ...
mat4 test = rot_lamp;
So rot_lamp
is only ever use in the assignment to test
and test
is never used after this statement. Since setting rot_lamp
cannot, therefore, affect the output of the fragment shader it will be removed from the shader program.