Hallo 
Ich habe eine Frage zum Vertex-Shader von Android Lesson Two: Ambient and Diffuse Lighting | Learn OpenGL ES
Dort wird u_MVMatrix nicht nur zum Transformieren von Vertices, sondern auch zum Transformieren von Normalen verwendet.
Kann das wirklich stimmen?
Ich habe eine Frage zum Vertex-Shader von Android Lesson Two: Ambient and Diffuse Lighting | Learn OpenGL ES
Code:
final String vertexShader =
"uniform mat4 u_MVPMatrix; \n" // A constant representing the combined model/view/projection matrix.
+ "uniform mat4 u_MVMatrix; \n" // A constant representing the combined model/view matrix.
+ "uniform vec3 u_LightPos; \n" // The position of the light in eye space.
+ "attribute vec4 a_Position; \n" // Per-vertex position information we will pass in.
+ "attribute vec4 a_Color; \n" // Per-vertex color information we will pass in.
+ "attribute vec3 a_Normal; \n" // Per-vertex normal information we will pass in.
+ "varying vec4 v_Color; \n" // This will be passed into the fragment shader.
+ "void main() \n" // The entry point for our vertex shader.
+ "{ \n"
// Transform the vertex into eye space.
+ " vec3 modelViewVertex = vec3(u_MVMatrix * a_Position); \n"
// Transform the normal's orientation into eye space.
+ " vec3 modelViewNormal = vec3(u_MVMatrix * vec4(a_Normal, 0.0)); \n"
// Will be used for attenuation.
+ " float distance = length(u_LightPos - modelViewVertex); \n"
// Get a lighting direction vector from the light to the vertex.
+ " vec3 lightVector = normalize(u_LightPos - modelViewVertex); \n"
// Calculate the dot product of the light vector and vertex normal. If the normal and light vector are
// pointing in the same direction then it will get max illumination.
+ " float diffuse = max(dot(modelViewNormal, lightVector), 0.1); \n"
// Attenuate the light based on distance.
+ " diffuse = diffuse * (1.0 / (1.0 + (0.25 * distance * distance))); \n"
// Multiply the color by the illumination level. It will be interpolated across the triangle.
+ " v_Color = a_Color * diffuse; \n"
// gl_Position is a special variable used to store the final position.
// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
+ " gl_Position = u_MVPMatrix * a_Position; \n"
+ "}
Kann das wirklich stimmen?