I think this produces (0, 0, 0) too... So turns out camera is always at (0,
0, 0) in every space?
Or I can't really invert (0, 0, 0) vector?


2013/10/7 michael kapelko <[email protected]>

> 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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>>
>
>
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