I am not able to get the right shading on all the faces of the cube I drew. I get a smooth transition from one of the face to another face which does not show the edge properly.
One a different face (where I get the desired edge), I get the shading such that it shows the two triangles which make up that face. I believe the problem is with the normals I am specifying. I am attaching my vertex and normal matrix and my vertex and fragment shader code. vertex and normal matrix are same.
I guess the problem is with the normals but I have tried almost everything with them but the effect does not change.
//normal matrix and vertex matrix are same
static const float normals[]=
{
//v0,v1,v2,v3,
//v4,v5,v6,v7
0.5,0.5,0.5, -0.5,0.5,0.5, -0.5,-0.5,0.5, 0.5,-0.5,0.5,
0.5,0.5,-0.5, -0.5,0.5,-0.5, -0.5,-0.5,-0.5, 0.5,-0.5,-0.5
};
//vertex shader
attribute vec4 color;
attribute vec4 position;
attribute vec4 normal;
uniform mat4 u_mvpMatrix;
uniform vec4 lightDirection;
uniform vec4 lightDiffuseColor;
uniform float translate;
varying vec4 frontColor;
//varying vec4 colorVarying;
void main()
{
vec4 normalizedNormal = normalize(u_mvpMatrix* normal);
vec4 normalizedLightDirection = normalize(lightDirection);
float nDotL = max(dot(normalizedNormal, normalizedLightDirection), 0.0);
frontColor = color * nDotL * lightDiffuseColor;
gl_Position = u_mvpMatrix * position;
}
//fragment shader
varying lowp vec4 frontColor;
void main()
{
gl_FragColor = frontColor;
}
Please help? Thanks in advance !!