I am trying to implement specular lighting (thats coming from the front) but the light is always changing size in an unnatural way. How do I fix this? I hardcoded viewerPos to test. I'm using a halfway vector "shortcut" so I have to calculate less things as explained here: https://webglfundamentals.org/webgl/lessons/webgl-3d-lighting-point.html
Video with my lighting implemented: https://streamable.com/j95bz7
// Vertex shader program
const vsSource = `
attribute vec4 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uNormalMatrix;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform highp vec3 uViewPos;
varying highp vec2 vTextureCoord;
varying highp vec4 vNormal;
varying highp mat4 vModelViewMatrix;
varying highp vec3 vPos;
void main(void) {
gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
vTextureCoord = aTextureCoord; //Textura
vModelViewMatrix = uModelViewMatrix;
vPos = (uModelViewMatrix * aVertexPosition).xyz;
vNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
}
`;
// Fragment shader program
const fsSource = `
varying highp vec2 vTextureCoord;
varying highp vec4 vNormal;
varying highp mat4 vModelViewMatrix;
varying highp vec3 vPos;
uniform sampler2D uSampler;
void main(void) {
// Apply lighting effect
highp vec4 texelColor = texture2D(uSampler, vTextureCoord);
//Luz Ambiente
highp vec3 ambientLight = 0.3 * vec3(1.0, 1.0, 1.0);
//Luz Difusa
highp vec3 directionalLightColor = vec3(1, 1, 1);
highp vec3 directionalVector = vec3(0.0, 0.0, 1.0);
highp float directional = max(dot(vNormal.xyz, normalize(directionalVector)), 0.0);
//Luz Especular
highp vec3 viewerPos = vec3(0, 0, -6); //NOTA: PASSAR PARA SHADERS, NAO DAR HARDCODE
highp vec3 surfaceToLightDirection = (-1.0 * directionalVector);
highp vec3 surfaceToViewDirection = (vPos - viewerPos);
highp vec3 halfVector = normalize(surfaceToLightDirection + surfaceToViewDirection);
highp float specular = max(dot(vNormal.xyz, halfVector), 0.0);
highp vec3 vLighting = ambientLight;// + (directionalLightColor * directional);
gl_FragColor = vec4(texelColor.rgb * vLighting + (specular * 0.5), texelColor.a);
}
`;