Weird Texture Aspect

I’m trying to load this model. It has several meshes and several materials. Right now, I just want to load it’s diffuse texture.

However I’m getting this weird behavior.

img

I load Materials and load meshes function are basically the same as the Sascha Willems repo.

#version 450
#extension GL_ARB_separate_shader_objects : enable


layout( push_constant ) uniform ColorBlock {
  vec4 Diffuse;
  vec4 Ambient;
  vec4 Specular;
  float opacity;

	
} PushConstant;

layout(set =2, binding = 0) uniform UniformBufferObject {
   vec3 lightPos;
   vec3 eyePos;
   vec3 ambient;
   vec3 specular;
} LightUbo;



layout(set = 1,binding = 1) uniform sampler2D texSampler;

layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 Normals;
layout(location = 3) in vec3 fragPos;
layout(location = 0) in vec3 fragColor;

layout(location = 0) out vec4 outColor;


vec3 lighting(){
vec3 texture = vec3(texture(texSampler,fragTexCoord));
vec3 LightDir = normalize(LightUbo.lightPos-fragPos);

//diffuse
float diff = max(dot(Normals,LightDir),0.0);

vec3 reflectDir = reflect(-LightDir,Normals);

float spec = pow(max(dot(LightUbo.eyePos,reflectDir),0.0),4);

vec3 ambient = LightUbo.ambient * texture * PushConstant.Ambient.xyz;

vec3 diffuse = texture * PushConstant.Diffuse.xyz ;

vec3 specular = LightUbo.specular *texture *PushConstant.Specular.xyz;

return (ambient+diffuse+specular);


}

void main() {

	   outColor = vec4(lighting(),1.0);
	
}
1 Like

This looks like your vertex data is either screwed, or doesn’t match the vertex shader interface. So make sure that the vertex buffer layout matches your shader interface and indices are correct too.

If in doubt, install RenderDoc and check your buffers there.

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