Lighting in Android, OpenGL ES 3.0 - android

This is my first question here
The thing is I'm programming an app with OpenGL ES in Android Studio, and I've encountered some problems.
The lights seem to work on the emulator, but when building the APK and installing it on an actual device (with Android 5.0, with opengl es version 3.0 and support for glsl es 3.00), it looks weird:
Emulator, Android Studio
Emulator
Phone:
Phone
It looks like the lighting is not done er fragment on the phone or something, I dont know whats happening.
Here are the shaders:
#version 300 es
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform int boolGUI;
uniform float opacity;
uniform float blackness;
in vec3 vPosition;
in vec2 vUV;
in vec3 vNormal;
//"in vec3 vColor;" +
//Lights
uniform mat4 lMat;
out mat4 frLMat;
out vec3 frColor;
out vec3 frNormalCam;
//out vec3 frLightCam;
out vec3 frEyeCam;
out vec2 oUV;
out float z;
flat out int frBoolGUI;
flat out float frOpacity;
flat out float frBlackness;
out vec3 frPos;
out mat4 frV;
void main() {
mat4 uMVPMatrix = P * V * M;
vec4 vPos;
vPos.xyz = vPosition;
vPos.w = 1.0;
gl_Position = uMVPMatrix * vPos;
frColor = vec3(1.0,1.0,1.0);
//vec3 light = vec3(0.3,-0.3,-0.4);
vec3 light = normalize(vec3(-0.1,-0.3,0.2))*0.6;
light = normalize(-vPos.xyz+vec3(0.0,0.0,1.0));
//frLightCam = (V * vec4(light,0)).xyz;
//frNormal = vNormal;
frNormalCam = ( V * M * vec4(normalize(vNormal),0)).xyz;
frEyeCam = (V*vec4(0,-3,2.5,0)).xyz;
oUV = vUV.xy;
z = vPos.z;
frBoolGUI = boolGUI;
frOpacity = opacity;
frBlackness = blackness;
frPos = (M*vPos).xyz;
frV = V;
frLMat=lMat;
}
And the fragment shader:
#version 300 es
precision mediump float;
in vec3 frColor;
in vec3 frNormalCam;
//in vec3 frLightCam;
in vec3 frEyeCam;
in vec3 frPos;
in vec2 oUV;
in float z;
flat in int frBoolGUI;
flat in float frOpacity;
flat in float frBlackness;
//vec3 l = vec3(1.0,0.1,-0.2);
out vec4 FragColor;
in mat4 frV;
in mat4 frLMat;
uniform sampler2D myTextureSampler;
void main() {
float att = 0.0;
//for(int i=0;i<4;i++) {
int i=0;
if(frLMat[i][3]>0.0) {
vec3 li=frLMat[i].xyz;
vec3 lightVec = -frPos.xyz+li;//vec3(0.0,-0.5,1.5);
vec3 light = normalize(lightVec)*0.6;
vec3 frLightCam = (frV * vec4(light,0)).xyz;
float lightAtt = 0.6/(length(lightVec))+0.4;
float ambient = 0.40;
vec3 E = normalize(frEyeCam);
vec3 R = reflect(-frLightCam,frNormalCam);
float cosAlpha = clamp( dot( E,R ), 0.0,1.0 );
float spec = pow(cosAlpha,4.0)*5.0;
att += ((spec + clamp( dot(frNormalCam,frLightCam)*(1.0-ambient), 0.0,1.0 ))*lightAtt+ambient)*frLMat[i].w;
}
//}
//if(z>1.7) att = att-(z-1.7)*1.7;
//if(frPos.y>2.0) att = att-abs((frPos.y-2.0)*1.7);
FragColor.xyz = texture( myTextureSampler, oUV ).rgb * att;//*lightAtt;// frColor * att;
FragColor.w=texture(myTextureSampler,oUV).w;
vec3 gamma = vec3(1.0/0.85);
gamma = vec3(1.0/0.8);
FragColor.xyz = pow(FragColor.xyz,gamma)*(frBlackness+vec3(0.05))+vec3(0.06);
FragColor.a = frOpacity;
if (frBoolGUI==1) FragColor = texture(myTextureSampler,oUV);
}
(Please excuse the clumsy code, im only testing right now).
Any help would be appreciated

Related

OpenGL ES 2.0 GLSL shader doesn't compile

I have an OpenGL app with a simple shader that run well on an emulator device in Android Studio with API 30 but on my own hardware device (API 30) it doesn't.
The problem is in the fragment shader. This is the code:
#version 100
precision highp float;
struct DirLight {
int on;
vec3 direction;
vec3 ambientColor;
vec3 diffuseColor;
vec3 specularColor;
float specularExponent;
sampler2D shadowMap;
mat4 shadowVPMatrix;
int shadowEnabled;
};
struct PointLight {
int on;
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambientColor;
vec3 diffuseColor;
vec3 specularColor;
float specularExponent;
sampler2D shadowMap;
mat4 shadowVPMatrix;
int shadowEnabled;
};
#define MAX_NUM_POINT_LIGHTS 8
uniform DirLight uDirLight;
uniform PointLight uPointLights[MAX_NUM_POINT_LIGHTS];
uniform int uNumPointLights;
uniform vec3 uViewPos;
uniform sampler2D uTexture;
uniform int uIsTextured;
varying vec4 vColor;
varying vec4 vPosition;
varying vec3 vNormal;
varying vec2 vTexCoords;
const vec4 bitShifts = vec4(1.0 / (256.0*256.0*256.0), 1.0 / (256.0*256.0), 1.0 / 256.0, 1.0);
vec4 getColor(){
if (uIsTextured != 0){
return texture2D(uTexture,vTexCoords);
}
return vColor;
}
float unpack(vec4 color){
return dot(color, bitShifts);
}
// return 0.0 if in shadow.
// return 1.0 if not in shadow.
float calcShadow(sampler2D shadowMap, vec4 positionFromLight, int shadowEnabled){
if (shadowEnabled == 0){
return 1.0;
}
vec3 positionFromLight3 = positionFromLight.xyz / positionFromLight.w;
positionFromLight3 = (positionFromLight3 + 1.0) / 2.0;
float closestFragmentZ = unpack(texture2D(shadowMap, positionFromLight3.xy));
float currentFragmentZ = positionFromLight3.z;
return float(closestFragmentZ > currentFragmentZ);
}
float diffuseLighting(vec3 normal, vec3 lightDir){
return max(dot(normal, lightDir), 0.0);
}
float specularLighting(vec3 normal, vec3 lightDir, vec3 viewDir, float specularExponent){
vec3 reflectDir = reflect(-lightDir, normal);
return pow(max(dot(viewDir, reflectDir), 0.0), specularExponent);
}
vec4 calcDirLight(vec3 normal, vec3 viewDir){
vec3 lightDir = normalize(-uDirLight.direction);
float diff = diffuseLighting(normal, lightDir);
float spec = specularLighting(normal, lightDir, viewDir, uDirLight.specularExponent);
vec4 color = getColor();
vec4 ambient = vec4(uDirLight.ambientColor, 1.0) * color;
vec4 diffuse = vec4(uDirLight.diffuseColor * diff, 1.0) * color;
vec4 specular = vec4(uDirLight.specularColor * spec, 1.0) * vec4(0.5,0.5,0.5,1.0);
return ambient + (diffuse + specular) * calcShadow(uDirLight.shadowMap, uDirLight.shadowVPMatrix * vPosition, uDirLight.shadowEnabled);
}
float calcAttenuation(PointLight pointLight, float distance){
return 1.0 / (pointLight.constant + pointLight.linear * distance + pointLight.quadratic * (distance * distance));
}
vec4 calcPointLight(PointLight pointLight, vec3 normal, vec3 viewDir){
vec3 d = pointLight.position - vec3(vPosition);
vec3 lightDir = normalize(d);
float diff = diffuseLighting(normal, lightDir);
float spec = specularLighting(normal, lightDir, viewDir, pointLight.specularExponent);
float distance = length(d);
float attenuation = calcAttenuation(pointLight,distance);
vec4 color = getColor();
vec4 ambient = vec4(pointLight.ambientColor, 1.0) * color;
vec4 diffuse = vec4(pointLight.diffuseColor * diff, 1.0) * color;
vec4 specular = vec4(pointLight.specularColor * spec, 1.0) * vec4(0.5,0.5,0.5,1.0);
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return ambient + (diffuse + specular) * calcShadow(pointLight.shadowMap, pointLight.shadowVPMatrix * vPosition, pointLight.shadowEnabled);
}
void main() {
vec3 normal = normalize(vNormal);
vec3 viewDir = normalize(uViewPos - vec3(vPosition));
vec4 result = vec4(0.0);
if (uDirLight.on == 1){
result = calcDirLight(normal, viewDir);
}
for (int i = 0; i < uNumPointLights; i++){
if (uPointLights[i].on == 1){
result += calcPointLight(uPointLights[i], normal, viewDir);
}
}
gl_FragColor = result;
}
When I run the app on my device logcat shows the following lines
2021-06-24 17:49:14.032 2061-2096/com.outofbound.rhinoengine I/AdrenoGLES-0: Build Config : S P 10.0.7 AArch64
2021-06-24 17:49:14.032 2061-2096/com.outofbound.rhinoengine I/AdrenoGLES-0: Driver Path : /vendor/lib64/egl/libGLESv2_adreno.so
2021-06-24 17:49:14.036 2061-2096/com.outofbound.rhinoengine I/AdrenoGLES-0: PFP: 0x016ee190, ME: 0x00000000
2021-06-24 17:49:14.040 2061-2061/com.outofbound.rhinoengine D/SurfaceView: UPDATE null, mIsCastMode = false
2021-06-24 17:49:14.074 2061-2102/com.outofbound.rhinoengine I/AdrenoGLES-0: ERROR: 0:101: 'viewDir' : undeclared identifier
ERROR: 0:101: 'specularLighting' : no matching overloaded function found
ERROR: 2 compilation errors. No code generated.
2021-06-24 17:49:14.075 2061-2102/com.outofbound.rhinoengine I/AdrenoGLES-0: ERROR: 0:101: 'viewDir' : undeclared identifier
ERROR: 0:101: 'specularLighting' : no matching overloaded function found
ERROR: 2 compilation errors. No code generated.
2021-06-24 17:49:15.316 2061-2085/com.outofbound.rhinoengine W/System: A resource failed to call close.
BUT if I simply rename viewDir to v in main() function
void main() {
vec3 normal = normalize(vNormal);
vec3 v = normalize(uViewPos - vec3(vPosition));
vec4 result = vec4(0.0);
if (uDirLight.on == 1){
result = calcDirLight(normal, v);
}
for (int i = 0; i < uNumPointLights; i++){
if (uPointLights[i].on == 1){
result += calcPointLight(uPointLights[i], normal, v);
}
}
gl_FragColor = result;
}
the error above disappears but the app still doesn't work showing a black screen.
Any tips?
It looks to me that the viewDir issue is a driver bug where it's messed up trying to inline your code.
However, you should be aware that is not a simple shader by OpenGLES 2 standards. As Dpk implied, you cannot assume high precision is available in OpenGLES2.
Additionally, you cannot assume that there's anywhere near enough uniform space for your shader. Try using glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxFragmentUniforms); to see how many uniforms are supported. Devices are allowed to go as low as 16 vec4s, but your shader uses 100s.
I'd suggest you consider switching to OpenGLES 3 or 3.1 if you don't want to worry about some of the tight limits of GLES2. If you persist with OpenGLES2 then maybe cut the shader right back to literally nothing (just return a colour) and gradually build up the functionality.
Also, make sure you are checking for errors on shader compilation and linking and all OpenGLES calls, it can save a lot of time.
try
//#version 100
//precision highp float;
precision mediump float;
and try this
opengles20 may not support INT in param see doc
float on;
//if (uDirLight.on == 1){
if (uDirLight.on == 1.0){
I think the error is related to the array of uniform uniform PointLight uPointLights[MAX_NUM_POINT_LIGHTS];. So I solved using one point light
uniform PointLight uPointLight;.
Anyway I'll try if defining multiple uniform PointLight uPointLightN; with 0 <= N < MAX_NUM_POINT_LIGHTS it still works.

How to remove horizontal stripe artifact from GLSL shader?

I'm working on custom photo with depth effect view.I am passing touch coordinates to GLSurfaceView renderer to "change perspective".But there are horizontal stripes between texture and it's mirrow when doing this.
My fragment shader code:
#ifdef GL_ES
precision highp float;
#endif
varying vec2 texcoordVarying;
uniform sampler2D texture;
uniform sampler2D depth;
uniform float time;
uniform vec2 touch;
uniform vec2 limit;
uniform vec4 resolution;
vec2 mirrored(vec2 v) {
vec2 m = mod(v,2.);
return mix(m,2.0 - m, step(1.0 ,m));
}
void main(void) {
vec2 uv = 1.0 * gl_FragCoord.xy / resolution.xy ;
vec2 vUv = (uv - vec2(0.5))*resolution.zw + vec2(0.5);
vUv.y = 1. - vUv.y;
vec4 tex1 = texture2D(depth,mirrored(vUv));
vec2 fake3d = vec2(vUv.x + (tex1.r - 0.5)* touch.x/limit.x, vUv.y + (tex1.r - 0.5)* touch.y/limit.y );
gl_FragColor = texture2D(texture,mirrored(fake3d));
}
I am passing coordinates like this:
queueEvent {
renderer.touchTargetX = event.rawX / renderer.width
renderer.touchTargetY = event.rawY / renderer.height
}
requestRender()
If your wrap mode is GL_REPEAT, try using GL_CLAMP_TO_EDGE.

Game runs fine on newer devices but not on older

My games runs fine on newer devices (eg..droid turbo, galaxy note 3) but on my motorola xoom there are problems, such as :
1) My shaderProgram causes the stage that is drawn inside of it to not be rendered
2) Touch inputs don't work every time using InputProcessor (only senses 90% of the time)
These are the problems I currently notice. Could this be because it is an older OS version (4.1.2)? Not that old. Are known bugs with libgdx's ShaderProgram? Even then, the touch input not sensing every click is very strange. Thanks for your time and help! My rendering code for the shaderProgram is all correct, so no need to show that. And for touchInput, I am just using touchDown method from InputProcessor.
EDIT :
Error produced by shaderProgram
"(22) : error C1101: ambiguous overloaded function reference "smoothstep(mediump float, float, lowp float)"
Vertex Shader
#version 100
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_worldView;
uniform vec2 u_lightPos;
uniform vec3 u_lightColor;
uniform vec4 u_spaceColor;
varying vec4 v_color;
varying vec2 v_texCoords;
varying vec2 v_lightPos;
varying vec3 v_lightColor;
varying vec2 v_position;
varying vec4 v_spaceColor;
void main() {
v_color = a_color;
v_lightColor = u_lightColor;
v_lightPos = u_lightPos;
v_position.xy = a_position.xy;
v_texCoords = a_texCoord0;
gl_Position = u_worldView * a_position;
v_spaceColor = u_spaceColor;
}
Fragment Shader
#version 100
#ifdef GL_ES
precision lowp float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
varying vec2 v_lightPos;
varying vec3 v_lightColor;
varying vec2 v_position;
varying vec4 v_spaceColor;
uniform sampler2D u_texture;
void main() {
for(int row = 0; row < 2; row++) {
for(int col = 0; col < 2; col++) {
float dist = distance(v_position, vec2(-1 + col, 1 - row));
float delta = 0.1;
float alpha = smoothstep(100.0-delta, 100.0, dist);
if(dist > 23.0){
gl_FragColor = mix(v_spaceColor, v_color, alpha);
}
else{
gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
}
}
}
}

OpenGL ES GLSL optimization

I'm developing a game which uses glsl shader to produce terrain based on the vertex "height". This works very very fast on desktop but quite slow on android tablet. This is of course natural. I'm still a noob with GLSL and OpenGL. This is the result from the shader:
lowp setting doesn't affect that much for performance. I have now tuned this and frame rate is ~20. Can someone give ideas how to improve this shader code:
Fragment shader:
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying float EyeVertexZ;
//varying LOWP float Explored;
varying LOWP vec2 v_texCoords;
uniform LOWP float u_offset;
uniform sampler2D u_texture;
uniform sampler2D u_texture2;
uniform sampler2D u_texture3;
uniform vec2 resolution;
void main() {
LOWP vec4 color;
vec4 colorGrass = vec4(0.631, 0.69, 0.49 ,1.0);
float a;
float height = EyeVertexZ;
color = colorGrass;
//if height under 0.67 --> water
if(height < 0.67)
{
vec2 coords = v_texCoords.st;
coords.x -= u_offset;
LOWP vec3 nColor;
float bumpAmount = 0.2;
//bumpmapping texture
nColor = texture2D(u_texture, coords).rgb;
//water color, deep water darker
color = vec4(0.3, 0.4 + EyeVertexZ*0.33,0.6 + EyeVertexZ*0.33 ,1.0);
bool useNormals = true;
bool useShadow = true;
bool yInvert = false;
vec3 lightColor = vec3(1.0, 1.0, 1.0);
vec3 attenuation = vec3(0.5, 0.5,0.5);
vec3 ambientColor = vec3(1.0, 1.0, 1.0);
vec4 v_color = vec4(1.0, 1.0, 1.0, 1.0);
float ambientIntensity = 0.3;
vec3 light = vec3(resolution.x, 0.0, 0.5);
//some bump map programs will need the Y value flipped..
nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;
//this is for debugging purposes, allowing us to lower the intensity of our bump map
LOWP vec3 nBase = vec3(0.5, 0.5, 1.0);
nColor = mix(nBase, nColor, bumpAmount);
//normals need to be converted to [-1.0, 1.0] range and normalized
LOWP vec3 normal = normalize(nColor * 2.0 - 1.0);
//here we do a simple distance calculation
LOWP vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z);
LOWP vec3 lightDir = normalize(deltaPos);
LOWP float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;
//now let's get a nice little falloff
LOWP float d = sqrt(dot(deltaPos, deltaPos));
LOWP float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;
LOWP vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;
result *= color.rgb;
color = v_color * vec4(result, color.a);
}
a = height - 0.65;
a = max(a,0.0);
color = mix(color, texture2D(u_texture2, v_texCoords),a < 0.02 ? a*50.0 : 0.0);
if(height > 0.67 && height <= 0.70)
{
a = height-0.67;
color = mix( texture2D(u_texture2, v_texCoords),color, a*33.0);
}
gl_FragColor = color; //mix(color, hex, hex.a);
}
Vertex shader
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
attribute vec4 a_position;
attribute vec2 a_texCoords;
uniform mat4 u_worldView;
varying LOWP float noise;
varying float EyeVertexZ;
varying LOWP float Explored;
varying vec2 v_texCoords;
void main() {
gl_Position = u_worldView*a_position;
EyeVertexZ = a_position.z;
v_texCoords = a_texCoords;
}

OpenGLES 2.0 Phong shader strange result, makes my object transparent when texture is enabled!

I've been stuck for several days now, trying to make my shader working properly.
The problem is that when I'm not attaching a texture on my object, I multiply the ambient by the light color and I get a dark object when no light, and illuminated properly when a light source is activated.
The problem is that when I attach a texture and multiply it by ambient and light color I get a transparent object that shows up only when a light source is activated, and you can even see through the object while it is illuminated!
I've been trying several codes snippets from the internet but I always get the same result. What I'm doing wrong here? I'm desperate...
The application is developed on Android.
Here is my Vertex Shader:
uniform mat4 uMVPMatrix;
uniform mat4 normalMatrix;
// eye pos
uniform vec3 eyePos;
// position and normal of the vertices
attribute vec4 aPosition;
attribute vec3 aNormal;
// texture variables
uniform float hasTexture;
varying float tex;
attribute vec2 textureCoord;
varying vec2 tCoord;
// lighting
uniform vec4 lightPos;
uniform vec4 lightColor;
// material
uniform vec4 matAmbient;
uniform vec4 matDiffuse;
uniform vec4 matSpecular;
uniform float matShininess;
// normals to pass on
varying vec3 vNormal;
varying vec3 EyespaceNormal;
varying vec3 lightDir, eyeVec;
void main() {
// pass on texture variables
tex = hasTexture;
tCoord = textureCoord;
// normal
EyespaceNormal = vec3(normalMatrix * vec4(aNormal, 1.0));
// the vertex position
vec4 position = uMVPMatrix * aPosition;
// light dir
lightDir = lightPos.xyz - position.xyz;
eyeVec = -position.xyz;
gl_Position = uMVPMatrix * aPosition;
}
And here is my Fragment shader:
precision mediump float;
// texture variables
uniform sampler2D texture1; // color texture
varying float tex;
varying vec2 tCoord;
varying vec3 vNormal;
varying vec3 EyespaceNormal;
// light
uniform vec4 lightPos;
uniform vec4 lightColor;
// material
uniform vec4 matAmbient;
uniform vec4 matDiffuse;
uniform vec4 matSpecular;
uniform float matShininess;
// eye pos
uniform vec3 eyePos;
// from vertex s
varying vec3 lightDir, eyeVec;
void main() {
vec4 b = lightColor;
vec4 c = matAmbient;
vec4 d = matDiffuse;
vec4 e = matSpecular;
vec3 g = eyePos;
float f = matShininess;
vec3 N = normalize(EyespaceNormal);
vec3 E = normalize(eyeVec);
vec3 L = normalize(lightDir);
// Reflect the vector. Use this or reflect(incidentV, N);
vec3 reflectV = reflect(-L, N);
// Get lighting terms
vec4 ambientTerm;
if (tex >= 1.0) {
ambientTerm = texture2D(texture1, tCoord);
}
else
ambientTerm = matAmbient * lightColor;
vec4 diffuseTerm = matDiffuse * max(dot(N, L), 0.0);
vec4 specularTerm = matSpecular * pow(max(dot(reflectV, E), 0.0), matShininess);
gl_FragColor = ambientTerm * diffuseTerm + specularTerm;
}
Thanks in advance.
OK I found it, thanks to JPD002, I was revising the shader again, and I found out that it has to be
vec4 diffuseTerm = matDiffuse * max(dot(N, L), 0.0);
vec4 specularTerm = matSpecular * pow(max(dot(reflectV, E), 1.0), matShininess);
Thanks JDP002, it is always good to have 4 eyes on code rather than 2 =D

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