david028 Posted March 22, 2016 Share Posted March 22, 2016 Hi, I noticed that the default vertex shader sets gl_Position using: gl_Position = viewProjection * finalWorld * vec4(position, 1.0); Where mat4 finalWorld = world; I am trying to test out some of the default material shader code using CYOS but all I see is a blank output if I use this.. http://babylonjs.com/cyos/#1JYG69 Could someone explain why this works in the default vertex shader but not in CYOS? What is the difference between this and gl_Position = worldViewProjection * vec4(position, 1.0); ? Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted March 22, 2016 Share Posted March 22, 2016 use worldViewProjection * finalWorld * vec4(position, 1.0) http://babylonjs.com/cyos/#1JYG69#1 Quote Link to comment Share on other sites More sharing options...
david028 Posted March 23, 2016 Author Share Posted March 23, 2016 Could you explain why it is that gl_Position = viewProjection*world does work for the default vertex shader but using cyos it needs to be worldViewProjection*world? Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted March 23, 2016 Share Posted March 23, 2016 may be fill matrix buffering is different i see viewProjection is mat( val , vec4(0),vec4(0),vec4(0)) so test worldViewProjection it work Quote Link to comment Share on other sites More sharing options...
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