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user68817

So, ive been transitioning to modern opengl recently and it's going rather well. But alas, something must go wrong. As the titel says, all I'm getting is a completely black quad. (Ive double checked my C++ code and I'm pretty sure it has nothing to do with that.)

#version 330 core

//Vertex shader

layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;
layout(location = 2) in vec2 vertexUV;
layout(location = 3) in vec3 vertexNormal;

out vec3 vertNorm;
out vec3 fragmentColor;
out vec3 vertPos;
out vec2 UV;

uniform mat4 MVP;

void main(){
    gl_Position =  MVP * vec4(vertexPosition_modelspace,1.0f);
    UV = vertexUV;
    fragmentColor = vertexColor;
    vertPos = vertexPosition_modelspace;
    vertNorm = vertexNormal;
}

//Fragment shader
#version 330 core

in vec3 Normal;
in vec3 fragmentColor;
in vec3 vertPos;
in vec2 UV;

out vec3 color;

uniform sampler2D textureSampler;
uniform mat4 Model;

void main(){
    vec3 lightPos = vec3(0, 0, 0);
    mat3 normalMatrix = transpose(inverse(mat3(Model)));
    vec3 normal = normalize(normalMatrix * Normal);
    vec3 fragPosition = vec3(Model * vec4(vertPos, 1));
    vec3 surfaceToLight = lightPos - fragPosition;
    
    float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
    brightness = clamp(brightness, 0, 1);
    
    color = vec3(brightness * 1 * (texture(textureSampler, UV).rgb * fragmentColor));
}

But if you require my c++ code, say so and ill edit.

So, ive been transitioning to modern opengl recently and it's going rather well. But alas, something must go wrong. As the titel says, all I'm getting is a completely black quad. (Ive double checked my C++ code and I'm pretty sure it has nothing to do with that.)

#version 330 core

//Vertex shader

layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;
layout(location = 2) in vec2 vertexUV;
layout(location = 3) in vec3 vertexNormal;

out vec3 vertNorm;
out vec3 fragmentColor;
out vec3 vertPos;
out vec2 UV;

uniform mat4 MVP;

void main(){
    gl_Position =  MVP * vec4(vertexPosition_modelspace,1.0f);
    UV = vertexUV;
    fragmentColor = vertexColor;
    vertPos = vertexPosition_modelspace;
    vertNorm = vertexNormal;
}

//Fragment shader
#version 330 core

in vec3 Normal;
in vec3 fragmentColor;
in vec3 vertPos;
in vec2 UV;

out vec3 color;

uniform sampler2D textureSampler;
uniform mat4 Model;

void main(){
    vec3 lightPos = vec3(0, 0, 0);
    mat3 normalMatrix = transpose(inverse(mat3(Model)));
    vec3 normal = normalize(normalMatrix * Normal);
    vec3 fragPosition = vec3(Model * vec4(vertPos, 1));
    vec3 surfaceToLight = lightPos - fragPosition;
    
    float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
    brightness = clamp(brightness, 0, 1);
    
    color = vec3(brightness * 1 * (texture(textureSampler, UV).rgb * fragmentColor));
}

So, ive been transitioning to modern opengl recently and it's going rather well. But alas, something must go wrong. As the titel says, all I'm getting is a completely black quad. (Ive double checked my C++ code and I'm pretty sure it has nothing to do with that.)

#version 330 core

//Vertex shader

layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;
layout(location = 2) in vec2 vertexUV;
layout(location = 3) in vec3 vertexNormal;

out vec3 vertNorm;
out vec3 fragmentColor;
out vec3 vertPos;
out vec2 UV;

uniform mat4 MVP;

void main(){
    gl_Position =  MVP * vec4(vertexPosition_modelspace,1.0f);
    UV = vertexUV;
    fragmentColor = vertexColor;
    vertPos = vertexPosition_modelspace;
    vertNorm = vertexNormal;
}

//Fragment shader
#version 330 core

in vec3 Normal;
in vec3 fragmentColor;
in vec3 vertPos;
in vec2 UV;

out vec3 color;

uniform sampler2D textureSampler;
uniform mat4 Model;

void main(){
    vec3 lightPos = vec3(0, 0, 0);
    mat3 normalMatrix = transpose(inverse(mat3(Model)));
    vec3 normal = normalize(normalMatrix * Normal);
    vec3 fragPosition = vec3(Model * vec4(vertPos, 1));
    vec3 surfaceToLight = lightPos - fragPosition;
    
    float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
    brightness = clamp(brightness, 0, 1);
    
    color = vec3(brightness * 1 * (texture(textureSampler, UV).rgb * fragmentColor));
}

But if you require my c++ code, say so and ill edit.

Source Link
user68817
user68817

(GLSL) Lighting code outputting a black quad

So, ive been transitioning to modern opengl recently and it's going rather well. But alas, something must go wrong. As the titel says, all I'm getting is a completely black quad. (Ive double checked my C++ code and I'm pretty sure it has nothing to do with that.)

#version 330 core

//Vertex shader

layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;
layout(location = 2) in vec2 vertexUV;
layout(location = 3) in vec3 vertexNormal;

out vec3 vertNorm;
out vec3 fragmentColor;
out vec3 vertPos;
out vec2 UV;

uniform mat4 MVP;

void main(){
    gl_Position =  MVP * vec4(vertexPosition_modelspace,1.0f);
    UV = vertexUV;
    fragmentColor = vertexColor;
    vertPos = vertexPosition_modelspace;
    vertNorm = vertexNormal;
}

//Fragment shader
#version 330 core

in vec3 Normal;
in vec3 fragmentColor;
in vec3 vertPos;
in vec2 UV;

out vec3 color;

uniform sampler2D textureSampler;
uniform mat4 Model;

void main(){
    vec3 lightPos = vec3(0, 0, 0);
    mat3 normalMatrix = transpose(inverse(mat3(Model)));
    vec3 normal = normalize(normalMatrix * Normal);
    vec3 fragPosition = vec3(Model * vec4(vertPos, 1));
    vec3 surfaceToLight = lightPos - fragPosition;
    
    float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
    brightness = clamp(brightness, 0, 1);
    
    color = vec3(brightness * 1 * (texture(textureSampler, UV).rgb * fragmentColor));
}