What if you were to use the view space pos in this line instead of the world
vec4 projCoords = UnifDirLightPass.mVPMatrix[index] * vec4(worldPos, 1.0);
and incorporate the invMainView into the lights matrix?
What if you were to use the view space pos in this line instead of the world
vec4 projCoords = UnifDirLightPass.mVPMatrix[index] * vec4(worldPos, 1.0);
and incorporate the invMainView into the lights matrix?
I don't know GLSL 4xx quite well, what is this line here trying to do?
layout(std140) uniform;
You declare the layout of an uniform... but without the uniform?
What if you were to use the view space pos in this line instead of the world
vec4 projCoords = UnifDirLightPass.mVPMatrix[index] * vec4(worldPos, 1.0);
and incorporate the invMainView into the lights matrix?
I tried, I guess they cancel each other out; the result is the same as using the world position directly.
I don't know GLSL 4xx quite well, what is this line here trying to do?
layout(std140) uniform;
You declare the layout of an uniform... but without the uniform?
Yeah that was a bug; wierd that it compiled, fixed it but it didn't have any effect on the rest of the code :)