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  1. Hi, I am trying to transform an geometry from world space to local space in glsl shader, but not get an expected result. What i'm looking for is like what i get in unreal editor. As described in HDK_ViewportGL3_Intro: "glH_InvObjectMatrix (mat4) - inverse transform matrix for the current object (world->local)". I thought it may help to accomplish the transform task, but failed. Any help is appreciated! Thanks in advance!! Vert: in vec3 P; uniform mat4 glH_ObjectMatrix; uniform mat4 glH_ViewMatrix; uniform mat4 glH_ProjectMatrix; uniform mat4 glH_InvObjectMatrix; out parms { vec4 pos; } vsOut; void main() { vec4 pos; pos = vec4(P, 1.0); vsOut.pos = glH_InvObjectMatrix * pos; gl_Position = glH_ProjectMatrix * glH_ViewMatrix * pos; } frag: in wparms { vec4 pos; } fsIn; uniform mat4 glH_InvObjectMatrix; out vec4 color; void main() { color = vec4(fsIn.pos.xyz, 1.0); }