I've changed it to:

vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0);

I hope that's correct now.


2013/10/7 Marcel Pursche <[email protected]>

> Hi,
>
> your right, this part of the shader code is wrong. This direction needs to
> be calculated:
>
> Code:
>
> posDir_worldspace = normalized(camera_worldspace-p_worldspace);
>
>
>
> The way it is done in the shader only works for viewspace positions, as
> the camera position is always 0,0,0 in viewspace coordinates.
> Everything else should be ok as it is transformed to world space in the
> first pass.
>
>
> Thank you!
>
> Cheers,
> Marcel[/code]
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=56653#56653
>
>
>
>
>
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