Method 1: Use viewspace to compute lighting. This would probably make your program run faster as well.
Method 2: The hard way. Getting Camera position through view matrix. Check out this post on SO.
Hope this helps.
-C
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Search found 33 matches
- 05 Oct 2015, 12:55
- Forum: How to...
- Topic: How to obtain eyeposition in shaders?
- Replies: 2
- Views: 2475
- 01 Oct 2015, 14:40
- Forum: General Discussion
- Topic: "lit" function in HLSL node
- Replies: 2
- Views: 3222
Re: "lit" function in HLSL node
Hi rou, thank you for your reply. Problem identified. It shouldn't have bin the coord in projection space at all, it was meant to be vPosVS, which was passed per TEXCOORD1. I knew I was doing something silly x) But to make it more clear: If I understand correctly, POSITION0 is the equivalence of gl_...
- 30 Sep 2015, 11:18
- Forum: General Discussion
- Topic: "lit" function in HLSL node
- Replies: 2
- Views: 3222
"lit" function in HLSL node
Hi there. I was trying to play around with custom lighting models, and immediately encountered the following problem, which should be a really basic one, but I'm really not sure why it works as it is. code: #define pi 3.14159265358979324 float4x4 mMVP : WORLDVIEWPROJECTION; float4x4 mMV : WORLDVIEW;...