I have been writing a point light shader for my LWJGL + Java application. I am writing it based off of this tutorial. My problem is when I "walk around" with the camera, the light moves as well. Also, when I rotate the sphere, the light rotates with it.
I believe that the problem is in the Vertex Shader, but I put the fragment shader in also just in case.
Example 1 (No movement)
Example 2 (Moved Left and rotated the camera)
Vertex Shader
#version 330
in vec4 in_Position;
in vec3 in_Normal;
in vec2 in_TextureCoord;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat3 normal;
uniform vec4 light_Pos; //Set to 0, 3, 0, 1
out Data {
vec3 normal;
vec3 eye;
vec3 lDir;
vec2 st;
} Out;
void main(void) {
vec4 vert = view * model * light_Pos;
vec4 pos = model * view * in_Position;
Out.normal = normalize(in_Normal);
Out.lDir = vec3(vert - pos);
Out.eye = vec3(-pos);
Out.st = in_TextureCoord;
gl_Position = projection * view * model * in_Position;
}
Fragment Shader
#version 330
uniform sampler2D texture_diffuse;
in Data {
vec3 normal;
vec3 eye;
vec3 lDir;
vec2 st;
} In;
out vec4 color;
void main(void) {
vec4 diffuse = texture(texture_diffuse, In.st);
vec4 spec = vec4(0.0);
vec3 n = normalize(In.normal);
vec3 l = normalize(In.lDir);
vec3 e = normalize(In.eye);
float i = max(dot(n,l), 0.0);
if (i > 0.0) {
vec3 h = normalize(l+e);
float intSpec = max(dot(h,n), 0.0);
spec = vec4(1) * pow(intSpec, 50); //50 is the shininess
}
color = max(i * diffuse + spec, vec4(0.2));
}
I already tried the solution presented in this question, it did not solve my problem.