Straight to the point: when I use my model matrix to transform the vertices' normals, I get the right light results, but when I use the normal matrix I get the wrong results (i.e. rotated cubes are lit on the wrong faces).
Here's how I calculate the normal matrix (using jbullet):
modelMat.transpose();
modelMat.invert();
Here's my GLSL: Vertex shader:
#version 330
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ModelMatrix;
uniform mat4 NormalMatrix;
layout(location = 0) in vec4 inPosition;
layout(location = 1) in vec4 inColor;
layout(location = 2) in vec3 inNormal;
out vec4 vColor;
out vec3 vNormal;
out vec3 vWorldPos;
void main() {
gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * inPosition;
vColor = inColor;
vNormal = normalize((NormalMatrix * vec4(inNormal, 0.0))).xyz;
vWorldPos = (ModelMatrix * inPosition).xyz;}
Fragment shader:
#version 330
uniform float AmbientIntensity; // Color
uniform vec3 DirectionalLight; // Normal
uniform vec3 DirectionalLightColor; // Color
uniform vec3 EyeWorldPos;
uniform float SpecularIntensity;
uniform float SpecularPower;
in vec4 vColor;
in vec3 vNormal;
in vec3 vWorldPos;
out vec4 pixel;
void main() {
vec4 ambientColor = vec4(DirectionalLightColor * AmbientIntensity, 1.0);
float diffuseFactor = dot(normalize(vNormal), -DirectionalLight);
vec4 specularColor = vec4(0.0, 0.0, 0.0, 0.0);
if (diffuseFactor > 0.0) {
vec3 vertexToEye = normalize(EyeWorldPos - vWorldPos);
vec3 lightReflect = normalize(reflect(DirectionalLight, vNormal));
float specularFactor = pow(dot(vertexToEye, lightReflect), SpecularPower);
if (specularFactor > 0)
specularColor = vec4(DirectionalLightColor, 1.0f) * SpecularIntensity * specularFactor;
}
else
diffuseFactor = max(0.0, diffuseFactor);
vec4 diffuseColor = vec4(DirectionalLightColor * diffuseFactor, 1.0);
pixel = vColor * (ambientColor + diffuseColor + specularColor);}
I found it! OpenGL uses column major matrices while jbullet uses row major matrices. That's what was giving wrong results.