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Question about matrix conversion to Leadwerks shaders


klepto2
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Hi, i'm currently trying to translate a shader which is written in glsl 1.5 and i have some trouble to find the correct matrix values in Leadwerks:

 

vec4 getWorldPosition(vec2 coord)
{
vec3 view = getViewPosition(coord);
vec4 world = vec4(view.x,view.y,-view.z,1.0);
world = gl_ModelViewMatrixTranspose*world+gl_ModelViewMatrixInverse[3];
return world;
}

vec4 getCamPosition(vec2 coord)
{
vec3 view = getViewPosition(coord);
vec4 world = vec4(view.x,view.y,-view.z,1.0);
return gl_ModelViewMatrixTranspose*world;
}
gl_ModelViewProjectionMatrix

 

I know i can use transpose() and inverse() but what are

gl_ModelViewMatrix and gl_ModelViewProjectionMatrix in Leadwerks shader system?

  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
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I know that these gl_* matrices are obsolete.

To make my question more clear:

 

What are the equal terms in Leadwerks? cameramatrix = ?, etc.

Or if not available, how to constuct or pass them to the Leadwerks Shader system?

 

Its hard to find information about this if you don't know exactly what the leadwerks matrizes are equal to in other languages.

  • Upvote 1
  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
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is it possible to get explanations for the uniforms? for example what is the difference between cameradrawmode vs cameraprojectionmode? I assume one sets it as ortho/perspective.. projectioncameramatrix vs cameramatrix etc...

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

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