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Question by MaT227 · Jul 10, 2013 at 01:13 PM · shaderhlslfragmentglsl

Vertex and Fragment Shader worldNormal

How to access/calculate worldNormal in a Vertex and Fragment shader ?

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Answer by CHPedersen · Jul 10, 2013 at 01:44 PM

Since the normal is in object coordinates when received from the vertices in the mesh, you need to transform it to world space. This is done by multiplying it with the object's model matrix. This matrix is called "_Object2World" in shaders, e.g.:

 worldNormal = mul(_Object2World, objectNormal);
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avatar image MaT227 · Jul 10, 2013 at 01:52 PM 0
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Thanks you ! FOr the moment I do: o.WorldNormal = normalize( mul(float4(v.normal, 0.0), _Object2World).xyz);

avatar image CHPedersen · Jul 10, 2013 at 01:55 PM 0
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Oh, right, I forgot that _Object2World is a 4x4 matrix, so you gotta pad your vectors with a fourth coordinate w = 0, exactly like you're doing. Great!

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