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toneburst

OpenGL GLSL Equivalent to HLSL ViewInverse

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toneburst    126
In the following HLSL vertex shader snippet, there's a variable being set called 'WorldView' OUT.WorldNormal = mul(NormO, tWIT).xyz; half4 Po = half4(PosO.xyz,1); half3 Pw = mul(Po, tW).xyz; OUT.LightVec = normalize(lPos - Pw); OUT.TexCoord = TexCd.xyxx; OUT.WorldView = normalize(tVI[3].xyz - Pw); OUT.HPosition = mul(Po, tWVP); I'm trying to work out how to to do the same thing in GLSL. tVI is defined as: float4x4 tVI : ViewInverse; and is clearly a transformation matrix, but doesn't have a direct equivalent in GLSL/OpenGL, as far as I can tell. Can anyone tell me to how recreate this in a GLSL shader? Cheers, a|x http://machinesdontcare.wordpress.com

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toneburst    126
Quote:
Original post by swiftcoder
Calculate and upload it as a uniform - OpenGL (and thus GLSL) doesn't differentiate between view and model matrices, so you have to maintain them yourself.


i swiftcoder,

thanks for getting back to me!
Would I be right in assuming that 'WorldView' in the the above code is basically the position of the virtual camera in the scene minus the vertex position after multiplication by the gl_ModelViewMatrix? If this is the case, could I extract this value from the ModelView Matrix itself, perhaps?

a|x

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swiftcoder    18432
Quote:
Original post by toneburst
Would I be right in assuming that 'WorldView' in the the above code is basically the position of the virtual camera in the scene minus the vertex position after multiplication by the gl_ModelViewMatrix? If this is the case, could I extract this value from the ModelView Matrix itself, perhaps?
The ModelView matrix is typically the concatenation of two matrices: the Model and the View. The Model matrix is the transform matrix of the currently rendered object, and the View matrix is the transform matrix of the camera.

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