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Camera-Directed Normals

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Can anyone provide advice or a link to an article that discusses how to direct the normal for a point (after arbitrary transformations) toward the camera while using perspective projection? In fact, any camera-directed normal information may be useful. Thanks in advance.

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I think it's not possible to do it without shaders.

anyway, in the shader it would look something like this:

float3 cameraPos; // this is a constant that will contain the current position of the camera

VS_OUT myVertexShader( VS_IN in )
VS_OUT out;
out.normal = normalize( cameraPos-in.pos );
... // do other stuff like projecting the vertice pos etc
return out;

btw, this is a HLSL shader.

edit: typo...

[Edited by - Kamikaze15 on June 27, 2005 9:53:30 AM]

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