Simple GLSL Bump-Mapping / Normal-Mapping
r3dux | May 13, 2011I had an hour to kill earlier on so thought I’d take a shot at some bump-mapping/normal-mapping (whatever you want to call it) – and it’s actually not too hard. Well, it’s probably kinda hard to do properly, but it’s pretty easy to get something that works without going into TBN (Tangent/Binormal/Normal) space, like this…
For this simple way of doing things there are two important steps:
- Generate normal-map versions of your texture(s)
- Perturb your per-pixel geometry normals by a value derived from sampling your normal map.
You can use lots of different tools to generate normal maps, I wanted something quick and free, so I used the GIMP, specifically the GIMP Normal-Map Plugin. Just load the texture image, then select Filters | Map | Normalmap… from the menu and and save that bad boy for later use. I upped the scale of the normal-map generation to 10.000 from it’s original 1.000 just to magnify the effect, you can do the same, or you can magnify it in the fragment shader, but it’s probably going to run quicker if you encode the normal-map with the magnitude of normal perturbation you’re going to use in your final work.
Hint: If you’re on Ubuntu, just install the package gimp-plugin-registry – it comes with a stack of neat & useful plugins, including Normal Map. I tried to install it separately and it conflicted with the plugin-registry package, which would be because it’s already a part of it and I had all the tools I needed already!

Original Texture on the left, Normal-Map version on the right
Notice how the normal-mapped version of the texture on the right is mainly blue? This is because the data being stored in it isn’t really “colour” anymore – instead of thinking of each value as a RGB triplet, think of it as an XYZ vector. If we look at the data that way, what we’re really seeing when we see “blue” is nothing on the X and Y axis’, and positive on the Z axis. Sneaky, huh?
Now that you’ve got your original texture and the normal-mapped version of it, texture your geometry as usual but add an additional Sampler2D uniform in your fragment shader for your normal-map texture. Bind to another texture unit before loading and glTexImage2D-ing it so you have the texture on one texture image unit and your normal map on another (so you can sample from each independently).
Once you’ve got that all sorted, use shaders along the lines of these:
Vertex Shader
#version 330 // Incoming per-vertex attribute values in vec4 vVertex; in vec3 vNormal; in vec4 vTexture; uniform mat4 mvpMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; uniform vec3 vLightPosition; // Outgoing normal and light direction to fragment shader smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; smooth out vec2 vTexCoords; void main(void) { // Get surface normal in eye coordinates and pass them through to the fragment shader vVaryingNormal = normalMatrix * vNormal; // Get vertex position in eye coordinates vec4 vPosition4 = mvMatrix * vVertex; vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // Get vector to light source vVaryingLightDir = normalize(vLightPosition - vPosition3); // Pass the texture coordinates through the vertex shader so they get smoothly interpolated vTexCoords = vTexture.st; // Transform the geometry through the modelview-projection matrix gl_Position = mvpMatrix * vVertex; }
Fragment Shader
#version 330 // Uniforms uniform vec4 ambientColour; uniform vec4 diffuseColour; uniform vec4 specularColour; uniform sampler2D colourMap; // This is the original texture uniform sampler2D normalMap; // This is the normal-mapped version of our texture // Input from our vertex shader smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; smooth in vec2 vTexCoords; // Output fragments out vec4 vFragColour; void main(void) { const float maxVariance = 2.0; // Mess around with this value to increase/decrease normal perturbation const float minVariance = maxVariance / 2.0; // Create a normal which is our standard normal + the normal map perturbation (which is going to be either positive or negative) vec3 normalAdjusted = vVaryingNormal + normalize(texture2D(normalMap, vTexCoords.st).rgb * maxVariance - minVariance); // Calculate diffuse intensity float diffuseIntensity = max(0.0, dot(normalize(normalAdjusted), normalize(vVaryingLightDir))); // Add the diffuse contribution blended with the standard texture lookup and add in the ambient light on top vec3 colour = (diffuseIntensity * diffuseColour.rgb) * texture2D(colourMap, vTexCoords.st).rgb + ambientColour.rgb; // Set the almost final output color as a vec4 - only specular to go! vFragColour = vec4(colour, 1.0); // Calc and apply specular contribution vec3 vReflection = normalize(reflect(-normalize(normalAdjusted), normalize(vVaryingLightDir))); float specularIntensity = max(0.0, dot(normalize(normalAdjusted), vReflection)); // If the diffuse light intensity is over a given value, then add the specular component // Only calc the pow function when the diffuseIntensity is high (adding specular for high diffuse intensities only runs faster) // Put this as 0 for accuracy, and something high like 0.98 for speed if (diffuseIntensity > 0.98) { float fSpec = pow(specularIntensity, 64.0); vFragColour.rgb += vec3(fSpec * specularColour.rgb); } }
Source code after the jump. Cheers!
















