Lighting errors with normal mapping

I am having some lighting errors trying to implement normal mapping. I am using a spotlight, with its position at the camera, and its direction in the same direction the camera is facing. Everything looks fine if I am using the vertex attribute normals (NormalMatrix*attribVertexNormals).

My normal matrix is the upper 3x3 model view matrix. Here it is with the vertex normals (spotlight aiming on corner of cube):
[ATTACH=CONFIG]885[/ATTACH]
And here it is when trying to normal map:
[ATTACH=CONFIG]886[/ATTACH]

My vertex shader:

    void main() 
    {
    	vec3 n = normalize(uNormalMatrix * vec4(VertexNormal,1.0)).xyz; 	//normal
    	vec3 t = normalize(uNormalMatrix * vec4(VertexTangent,1.0)).xyz;	//tangent
    	vec3 b = normalize(cross(n, t));									//bitangent	
    	if (dot(cross(n, t), b) < 0.0f) // check handedness
    		t = t * -1.0f;
    	
    	fTBN = mat3(t.x,b.x,n.x,	// my tbn matrix, pass to fragment shader and multiply lightdir and eyedir for normal mapping	
    				t.y,b.y,n.y,
    				t.z,b.z,n.z);
    	fNormal = n;				// use this in fragment shader if not normal mapping, otherwise use normal map
    	fTexcoord = VertexTexcoord;
    	fPosition = (uViewMatrix*uModelMatrix*vec4(VertexPosition,1.0)).xyz;
    	gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(VertexPosition, 1);
    }

Fragment shader:


    vec3 spotLight(vec3 diffT, vec3 specT, vec3 ddnT)
    {
    	float spotCutoff = 20;
    	float exponent = 1;
    		
    	vec3 LightDir = normalize(fTBN*(vec3(uLightPosition) - fPosition));	// normal mapping
    	vec3 EyeDir = fTBN*normalize(-fPosition);							// normal mapping
    	
    	//vec3 LightDir = normalize(vec3(uLightPosition) - fPosition); 		// not normal mapping
    	//vec3 EyeDir = normalize(-fPosition);								// not normal mapping
    	
    	vec3 spotLightDir = normalize(fTBN*uLightDir);						// normal mapping
    	//vec3 spotLightDir = normalize(uLightDir);							// not normal mapping	
    	
    	float angle = acos(dot(-LightDir,spotLightDir));
    	float cutOff = radians(clamp(spotCutoff,0.0,90.0));
    	
    	if(angle < cutOff)
    	{
    		float spotFactor = pow(dot(-LightDir,spotLightDir),exponent);
    		vec3 h = normalize(EyeDir+LightDir);
    		return uLightIntensity*uKa +
    				uLightIntensity*spotFactor*(
    				uKd*diffT*max(dot(LightDir, ddnT), 0.0) +
    				uKs*pow(max(dot(h,ddnT),0.0),uShininess)*specT
    				);
    	}
    	else
    		return uLightIntensity*uKa;
    }
    void main() {
    	
    	vec2 parallaxCoords = fTexcoord;											// parallax occlusion mapping not yet implemented
    
    	vec3 diffC = texture2D(diff, parallaxCoords.st * uTileAmount.x).rgb;
    	vec3 specC = texture2D(spec, parallaxCoords.st * uTileAmount.y).rgb;
    	
    	vec3 ddnC = 2.0*texture2D(ddn, parallaxCoords.st * uTileAmount.z).rgb - 1.0; // normal mapping
    	//vec3 ddnC = normalize(fNormal); 											 // not normal mapping
    	
    	fragColour = vec4(spotLight(diffC,specC,ddnC),1.0);
    
    }

I have a flat normal map (0.5,0.5,1.0) for testing purposes when normal maps are on.

is fTBN orthogonal, i.e. are n and t perpendicular?

Also, you should probably be transforming VertexTangent by uViewMatrix*uModelMatrix rather than by uNormalMatrix. The whole point of using a normal matrix which is the inverse-transpose of the model-view matrix is to ensure that normals are perpendicular to tangents even when the model-view matrix isn’t orthogonal. Of course, this won’t actually matter if your model-view matrix is actually orthogonal (comprised from translation, rotation and uniform scaling, with no shear or non-uniform scaling).

Personally, I’d perform the spot cut-off calculation in eye space rather than surface (TBN) space.

When you multiply a normal vector by a matrix, is should have 0 in the 4th component, not 1. If you happen to have something in the last column of your matrix, you are transforming points, not normal.

So


vec3 n = normalize(uNormalMatrix * vec4(VertexNormal,1.0)).xyz; 	//normal
vec3 t = normalize(uNormalMatrix * vec4(VertexTangent,1.0)).xyz;	//tangent

should be


vec3 n = normalize(uNormalMatrix * vec4(VertexNormal,0.0)).xyz; 	//normal
vec3 t = normalize(uNormalMatrix * vec4(VertexTangent,0.0)).xyz;	//tangent

Also, I agree with what GClements is saying

Thanks guys, it works now. I used the gram schimdt process and made fTBN orthogonal and I fixed my matrix vector multiplication.

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