My phong fragment shader is not shading anything, just making everything black. This is my fragment shader
precision mediump float;
varying vec3 vposition;
varying vec3 vnormal;
varying vec4 vcolor;
varying vec3 veyePos;
void main() {
vec3 lightPos = vec3(0,0,0);
vec4 s = normalize(vec4(lightPos,1) - vec4(veyePos,1));
vec4 r = reflect(-s,vec4(vnormal, 1));
vec4 v = normalize(-vec4(veyePos, 1));
float spec = max( dot(v,r),0.0 );
float diff = max(dot(vec4(vnormal,1),s),0.0);
vec3 diffColor = diff * vec3(1,0,0);
vec3 specColor = pow(spec,3.0) * vec3(1,1,1);
vec3 ambientColor = vec3(0.1,0.1,0.1);
gl_FragColor = vec4(diffColor + 0.5 * specColor + ambientColor, 1);
}
This is my vertex shader
uniform mat4 uMVPMatrix;
uniform mat4 uMVMatrix;
uniform vec3 eyePos;
attribute vec4 aPosition;
attribute vec4 aColor;
attribute vec4 aNormal;
varying vec4 vcolor;
varying vec3 vposition;
varying vec3 vnormal;
varying vec3 veyePos;
void main() {
mat4 normalMat = transpose(inverse(uMVMatrix));
vec4 vertPos4 = uMVMatrix * vec4(vec3(aPosition), 1.0);
vposition = vec3(vertPos4) / vertPos4.w;
vcolor = aColor;
veyePos = eyePos;
vnormal = vec3(uMVMatrix * vec4(vec3(aNormal),0.0));
gl_Position = uMVPMatrix * aPosition;
}
MVMatrix is model-view matrix MVPMatrix is model-view-projection matrix
first of all your lighting equations are incorrect: vector s that you use to calculate the diffuse color should be a unit vector that originates at your vertex (vposition) towards your light. so it would be s = normalize(lightPos - vposition)
also lightPos should be given in camera space and not in world space (so you should multiply it by your MV matrix)
vector r is the reflection of s around the normal so i dont understand why you take -s also the normal there should be in non-homegenous coordinates so it would be: r = reflect(s,vnormal)
and finally v is the viewing ray (multiplied by -1) so it should be the vector that originates at vposition and goes towards eyepos. v = normalize(veyepos - vposition)
also in your vertex shader veyepos (assuming it is the position of your camera) should not be varying (should be flat variable) because you dont want to interpolate it.
in your vertex shader you calculate normalMat but you forgot to use it when calculating your normals in camera space. also normalMat should be mat3 because it is the inverse transpose of the 3by3 block of your MV matrix originating at (0,0)
** in order to be efficient you should calculate your normalMat on the cpu and pass it as a uniform to your vertex shader
hope this helps