I am currently developing a 3D engine using WebGL, and I encountered a problem with the lighting shader. I am using an array of structure in order to pass the light parameters to the vertex and fragment shaders (with the same array passed as "uniform"). It actualy works very well with Firefox 35, but not at all with Google chrome and I have no idea what is wrong with this code.
Here is the code for the vertex shader:
precision mediump float;
precision mediump int;
struct light{
vec3 ambient;
vec3 specular;
vec3 diffuse;
vec3 vector;
};
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;
attribute vec3 aVertexNormal;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNormalMatrix;
varying vec4 vMaterialColor;
varying vec3 N;
varying vec3 V;
const int MAX_LIGHT = 3;
uniform light lights[MAX_LIGHT];
varying vec3 L[MAX_LIGHT];
uniform int lightCount;
void main(void) {
vec4 position4 = uMVMatrix * vec4(aVertexPosition, 1.0);
vec3 position = position4.xyz / position4.w;
V = normalize(-position);
for(int i = 0 ; i < MAX_LIGHT ; i++){
if (i < lightCount){
L[i] = normalize(lights[i].vector - position);
}
}
N = normalize(vec3(uNormalMatrix * vec4(aVertexNormal,0.0)));
gl_Position = uPMatrix * position4;
vMaterialColor = aVertexColor;
}
And the code for the fragment shader is:
precision mediump float;
precision mediump int;
varying vec3 N;
varying vec3 V;
struct materialProperties {
vec3 ambient;
vec3 diffuse;
vec3 specular;
vec3 emissive;
float shininess;
};
struct light{
vec3 ambient;
vec3 specular;
vec3 diffuse;
vec3 vector;
};
// Material
varying vec4 vMaterialColor;
uniform materialProperties uMaterial;
// Light
const int MAX_LIGHT = 3;
uniform light lights[MAX_LIGHT];
varying vec3 L[MAX_LIGHT];
uniform int lightCount;
void main(void) {
vec3 color = vec3(0.0);
for(int i = 0; i < MAX_LIGHT ; i++){
if(i < lightCount){
float dot_LN = max(dot(N,L[i]), 0.0);
float specular = 0.0;
if(dot_LN > 0.0){
vec3 H = normalize(L[i]+V);
float dot_HN = max(dot(H, N), 0.0);
specular = pow(dot_HN, uMaterial.shininess);
}
vec3 ambiantComponent = uMaterial.ambient * lights[i].ambient;
vec3 diffuseComponent = uMaterial.diffuse * vMaterialColor.xyz * dot_LN * lights[i].diffuse;
vec3 specularComponent = uMaterial.specular * specular * lights[i].specular;
color += ambiantComponent + diffuseComponent + specularComponent;
}
}
gl_FragColor = vec4(color, vMaterialColor.w);
}
I am sending the light informations with gl.uniformxx:
for(var i = 0 ; i < light.length ; i++){
gl.uniform3fv(shaderProgram.light[i].vector, light[i]._lightVector);
gl.uniform3fv(shaderProgram.light[i].ambient, light[i].ambient);
gl.uniform3fv(shaderProgram.light[i].specular, light[i].specular);
gl.uniform3fv(shaderProgram.light[i].diffuse, light[i].diffuse);
}
gl.uniform1i(shaderProgram.lightCount, light.length);
And shaderProgram is declared with the following code:
shaderProgram.light = [];
for(var i = 0 ; i < 3 ; i++){
var l = {};
l.ambient = gl.getUniformLocation(shaderProgram,"lights["+i+"].ambient");
l.specular = gl.getUniformLocation(shaderProgram,"lights["+i+"].specular");
l.vector = gl.getUniformLocation(shaderProgram,"lights["+i+"].vector");
l.diffuse = gl.getUniformLocation(shaderProgram,"lights["+i+"].diffuse");
shaderProgram.light.push(l);
}
shaderProgram.lightCount = gl.getUniformLocation(shaderProgram,"lightCount");
The rendered scene with Google Chrome is a black image, instead of Firefox which renders the scene as expected.
Do you know where is the problem in this code?
Edit: The following minimal code presents the same bug:
<!doctype html>
<html>
<head>
<meta charset="UTF-8">
<title>Fail</title>
</head>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
precision mediump int;
struct test_t{
vec3 a;
vec3 b;
vec3 c;
vec3 d;
};
uniform test_t test;
varying vec3 sum;
void main(void) {
gl_FragColor = vec4(test.a+test.b+test.c-sum, 1.0);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
precision mediump float;
precision mediump int;
struct test_t{
vec3 a;
vec3 b;
vec3 c;
vec3 d;
};
attribute vec3 aVertexPosition;
uniform test_t test;
varying vec3 sum;
void main(void) {
sum = test.a + test.b;
gl_Position = vec4(aVertexPosition,1.0);
}
</script>
<script type="application/javascript">
var canvas, gl, shaderProgram, triangleVertexPositionBuffer;
function start() {
canvas = document.getElementById("webgl-canvas");
initWebGL(canvas); // Initialize the GL context
if (gl) {
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
gl.clearDepth(1.0); // Clear everything
gl.enable(gl.DEPTH_TEST); // Enable depth testing
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
initShaders();
triangleVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
var vertices = [
0.0, 0.5, -0.5,
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
triangleVertexPositionBuffer.itemSize = 3;
triangleVertexPositionBuffer.numItems = 3;
setInterval(drawScene, 15);
}
}
function initWebGL() {
gl = null;
try {
gl = canvas.getContext("experimental-webgl");
}
catch(e) {
}
if (!gl)
alert("Unable to initialize WebGL");
}
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program.");
}
gl.useProgram(shaderProgram);
vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(vertexPositionAttribute);
shaderProgram.test = {}
shaderProgram.test.a = gl.getUniformLocation(shaderProgram,"test.a");
shaderProgram.test.b = gl.getUniformLocation(shaderProgram,"test.b");
shaderProgram.test.c = gl.getUniformLocation(shaderProgram,"test.c");
shaderProgram.test.d = gl.getUniformLocation(shaderProgram,"test.d");
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var theSource = "";
var currentChild = shaderScript.firstChild;
while(currentChild) {
if (currentChild.nodeType == 3) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null; // Unknown shader type
}
gl.shaderSource(shader, theSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function drawScene() {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.uniform3fv(shaderProgram.test.a, [1.0,0.0,0.0]);
gl.uniform3fv(shaderProgram.test.b, [0.0,1.0,0.0]);
gl.uniform3fv(shaderProgram.test.c, [0.0,0.0,1.0]);
gl.uniform3fv(shaderProgram.test.d, [1.0,1.0,1.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
}
</script>
<body onload="start()">
<canvas id="webgl-canvas" width="500" height="500"></canvas>
</body>
</html>
The triangle is yellow/white and blinking on Google Chrome, and blue on Mozilla firefox. The problem seems to be specific to windows platform (tested with windows 8.1 x64).
Edit: The issue has been reported to the chromium team, the fix should be developped soon.