Cool. The thing I was suggesting about that matrix multiply is that I have 4 varying vectors, normal/view vec in both world space and camera space. I compute those both in the vertex shader and interpolate the values. As opposed to just have noraml/viewvec in camera space and then doing a matrix multiply inversion later. The matrix multiply in the pixel shader should be more expensive than what I'm suggesting. Probably won't change your framerate but it saves some cycles.
dpadam450Member Since 18 Nov 2005
Online Last Active Yesterday, 11:42 PM