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 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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