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Pass Inverse of ModelView Matrix to Vertex Shader
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/* | |
uniform types: https://github.com/mrdoob/three.js/wiki/Uniforms-types | |
THREE.Matrix4: http://threejs.org/docs/#Reference/Math/Matrix4 | |
https://github.com/mrdoob/three.js/issues/1188 | |
*/ | |
/* | |
on Init(); | |
Add this uniform to your uniforms | |
myModelViewMatrixInverse: { type: 'm4', value: new THREE.Matrix4() } | |
*/ | |
material = new THREE.ShaderMaterial({ | |
uniforms: uniforms, | |
vertexShader: document.getElementById( 'vertexShader' ).textContent, | |
fragmentShader: document.getElementById( 'fragmentShader' ).textContent | |
} ); | |
eyeGeoL = new THREE.Mesh(geometry, material ); | |
/* | |
on Render(); | |
camera.matrixWorldInverse * object.matrixWorld => modelViewMatrix | |
the order might be wrong, I never get it right at first try | |
*/ | |
var m = new THREE.Matrix4(); | |
m.copy( eyeGeoL.matrixWorld ); | |
m.multiply( camera.matrixWorldInverse ); | |
var i = new THREE.Matrix4().getInverse( m ); | |
eyeGeoL.material.uniforms.myModelViewMatrixInverse.copy( i ); |
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