ModelMatrix in the GLSL shader
In GLSL shaders you only have ModelViewMatrix.... But what if i need ModelMatrix in the vertex shader? Is there a way in Jitter to help this problem? As i guess Jitter passes the ModelViewMatrix to the shader, so thought maybe there is an option to pass ModelMatrix and ViewMatrix instead.
thanx in adv,
Kevin
You will need to calculate it yourself or use something like jit.anim.node. With the latter, hook it as the parent of the GLobject on which you are shading. Then use it to position and rotate your GL object instead of the objects attributes themselves. Send a "gettransform" or "getworldtransform" to the jit.anim.node and then you will get out a message with the 4x4 model matrix. You can then send that message into the shader as a uniform parameter of mat4 type.
Thanx Dale, sounds a perfect solution! :)
Kevin
Hi guys, sorry for putting back this old post, but I don't know the syntax to pass the matrix inside the shader. I have tried something like:
<param name="viewProj" type="mat4x4" default="0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"/>
to pass a 4x4 matrix but this doesn't seem to work. Thank you for any help
should be type="mat4"
And the rest is okay right? Thank you Rob
i believe so