Passing an array of vectors to a uniform
gl.uniform3fv expects a flattened array of floats. Also, you are calling it multiple times with the same uniform location. So, the last one wins. Imagine that uniform3fv is a low-level copy command, and you give it (destination, source). It just copies a buffer from one place to another.
Assuming your example has only 3 lights, you could assign the location uniform this way:
var locations = [
1.0, 0, 0,
0, 1.0, 0,
0, 0, 0
];
gl.uniform3fv(shaderProgram.pointLightingLocationUniform, locations);
I would also recommend using a more simple shader when you are debugging problems like this. With something like the following in your vertex shader:
for (int i = 0; i < 3; i++) {
vColor += uPointLightingLocation[i];
}
And fragment shader:
gl_FragColor = vec4(vColor, 1);
Then, if your polygons are yellow you know it is working.
WarrenFaith
Updated on June 26, 2022Comments
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WarrenFaith almost 2 years
I am trying to implement multiple lights in my shader but I have trouble to fill the uniform with my light data.
My vertex shader:
attribute vec3 aVertex; attribute vec3 aNormal; attribute vec2 aTexture; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; uniform mat4 uNMatrix; uniform vec3 uAmbientColor; uniform vec3 uPointLightingLocation[16]; uniform vec3 uPointLightingColor[16]; varying vec2 vTexture; varying vec3 vLightWeighting; void main(void) { vec4 mvPosition = uMVMatrix * vec4(aVertex, 1.0); gl_Position = uPMatrix * mvPosition; vTexture = aTexture; int i; for (i = 0; i < 16; i++) { vec3 lightDirection = normalize(uPointLightingLocation[i] - mvPosition.xyz); vec4 transformedNormal = uNMatrix * vec4(aNormal, 1.0); float directionalLightWeighting = max(dot(transformedNormal.xyz, lightDirection), 0.0); if (i == 0) { vLightWeighting = uAmbientColor + uPointLightingColor[i] * directionalLightWeighting; } else { vLightWeighting = vLightWeighting * (uAmbientColor + uPointLightingColor[i] * directionalLightWeighting); } } }
Code that shows only the latest light:
for (var light in this.lightsDirection) { gl.uniform3fv(this.shaderProgram.pointLightingLocationUniform, this.lightsDirection[light]); gl.uniform3fv(this.shaderProgram.pointLightingColorUniform, this.lightsColor[light]); }
As the uniform
uPointLightingLocation
is a vec3 array with the size of 16, I thought that it would be possible to pass the complete array to the uniform, but I have no working solution.When I try to pass the complete array
this.lightsColor
(without the index) I see no light at all. -
WarrenFaith over 13 yearsThanks for your response... the "flatten" array was what I was missing. The debugging isn't really a problem as long as you just change one thing at a time and my shader worked fine with one light source. Thanks!