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.
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 4×4 model matrix. You can then send that message into the shader as a uniform parameter of mat4 type.
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