Current version: 0.20.x
»GeeXLab homepage

Current version: 1.20.0
»FurMark homepage
»FurMark 1.9.x Submissions

GPU Caps Viewer
Current version:
»GPU Caps Viewer homepage
»GPU DB Submissions

GPU Shark
Current version:
»GPU Shark homepage

»JeGX's HackLab

Geeks3D's Articles
»GPU Memory Speed Demystified

»Multi-Threading Programming Resources

»GeForce and Radeon OpenCL Overview

»How to Get your Multi-core CPU Busy at 100%

»How To Make a VGA Dummy Plug

»Night Vision Post Processing Filter

PhysX FluidMark
Current version: 1.5.2
»FluidMark homepage
»FluidMark 1.4.x Submissions

Current version: 0.3.0
»TessMark homepage

Current version: 0.3.0
»ShaderToyMark homepage
»ShaderToyMark Scores

Current Version: 1.23.0
»Libraries and Plugins
»Online Help - Reference Guide
»Codes Samples

3D Graphics Search Engine:

The Geeks Of 3D

Bump Mapping using GLSL

By Jérôme 'JeGX' GUINOT
jegx [at] ozone3d [dot] net

Initial draft: November 4, 2005
Update: November 18, 2005
Update: March 8, 2006
Update: December 30, 2006

[ Index ]

Introduction | Page 2 | Page 3 | Page 4

4 - The bump mapping shader

The GLSL bump mapping shader code is given below:

varying vec3 lightVec; 
varying vec3 eyeVec;
varying vec2 texCoord;
attribute vec3 vTangent; 

void main(void)
	gl_Position = ftransform();
	texCoord = gl_MultiTexCoord0.xy;
	vec3 n = normalize(gl_NormalMatrix * gl_Normal);
	vec3 t = normalize(gl_NormalMatrix * vTangent);
	vec3 b = cross(n, t);
	vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
	vec3 tmpVec = gl_LightSource[0] - vVertex;

	lightVec.x = dot(tmpVec, t);
	lightVec.y = dot(tmpVec, b);
	lightVec.z = dot(tmpVec, n);

	tmpVec = -vVertex;
	eyeVec.x = dot(tmpVec, t);
	eyeVec.y = dot(tmpVec, b);
	eyeVec.z = dot(tmpVec, n);

varying vec3 lightVec;
varying vec3 eyeVec;
varying vec2 texCoord;
uniform sampler2D colorMap;
uniform sampler2D normalMap;
uniform float invRadius;

void main (void)
	float distSqr = dot(lightVec, lightVec);
	float att = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0);
	vec3 lVec = lightVec * inversesqrt(distSqr);

	vec3 vVec = normalize(eyeVec);
	vec4 base = texture2D(colorMap, texCoord);
	vec3 bump = normalize( texture2D(normalMap, texCoord).xyz * 2.0 - 1.0);

	vec4 vAmbient = gl_LightSource[0].ambient * gl_FrontMaterial.ambient;

	float diffuse = max( dot(lVec, bump), 0.0 );
	vec4 vDiffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * 

	float specular = pow(clamp(dot(reflect(-lVec, bump), vVec), 0.0, 1.0), 
	                 gl_FrontMaterial.shininess );
	vec4 vSpecular = gl_LightSource[0].specular * gl_FrontMaterial.specular * 
	gl_FragColor = ( vAmbient*base + 
					 vDiffuse*base + 
					 vSpecular) * att;

I think that the shader code is rather explicit regarding the previous explanations. For all the details about texture2D, gl_LightSource, gl_FrontMaterial, varying, attribute, I recommend to have a look to the Orange Book (of Randi Rost - ISBN: 0-321-19789-5):

GLSL - Orange book
Fig.4 - The GLSL language reference book

The accompanying project includes all the Demoniak3D codes of the scenes of figures 1 and 2. GLSL code is implemented in the Demoniak3D shader_program node at the level of the torus_bump_mapping_test.xml file.

5 - Downloads

Download the accompaying project
Update: November 4, 2005

[ Index ]

Introduction | Page 2 | Page 3 | Page 4

GeeXLab demos

GLSL - Mesh exploder

PhysX 3 cloth demo

Normal visualizer with GS

Compute Shaders test on Radeon

Raymarching in GLSL

Geeks3D latest news

Geeks3D forum news

»Texture DataPack #1
»Asus Silent Knight CPU Cooler
Page generated in 0.0067739486694336 seconds.