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Normal colors of "Face normal shader"
10-23-2016, 11:05 AM (This post was last modified: 10-23-2016 11:22 AM by linkoboy.)
Post: #12
RE: Normal colors of "Face normal shader"
Hi,

I finally succeeded to have the same result like in this picture ("wish.png")

I'm still using Wings 3D v1.5.4. I put some objects, a torus a sphere and a cone on the [X-Z] ground. For me, the up axis is [Y].
Test scene : ("test_normal.wings")

I've taken the shaders : vextex_colors.vs and vertex_colors.fs and modified them just a little to have this result (see "result.png")

Here is the shaders :

Vertex Shader : vertex_color.vs
Code:
varying vec3 VertexColor;
uniform int  Flag;

void main()
{
    VertexColor = gl_Normal;
    gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
}

Fragment shader : vertex_color.fs
Code:
varying vec3 VertexColor;

void main()
{
    bool flipX = false;
    bool flipZ = true;
    
    vec4 color = vec4((1.0 + VertexColor) / 2.0, 1.0);
    
    gl_FragColor.r = flipX ? 1.0 - color.r : color.r;
    gl_FragColor.g = flipZ ? 1.0 - color.b : color.b;
    gl_FragColor.b = color.g;
}

If you want flip the colors in X or Z axis, you can just trick the boolean to have the desired result.

I'll share that into the Auto UV shaders forum too.

Regards,


Attached File(s) Thumbnail(s)
       

.wings  test_normal.wings (Size: 46.59 KB / Downloads: 4)
.vs  vertex_color.vs (Size: 226 bytes / Downloads: 5)
.fs  vertex_color.fs (Size: 394 bytes / Downloads: 4)
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RE: Normal colors of "Face normal shader" - linkoboy - 10-23-2016 11:05 AM

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