Hello,
I’m just thinking about treating vertex shader in world-space,
but I don’t understand how to do it concretely.
The vertex shader in eye-space is:
vec4 VertexPos = gl_ModelViewMatrix * gl_Vertex;
LightVec = LightPos.xyz - VertexPos.xyz;
ViewVec = -VertexPos.xyz;
NormalVec = gl_NormalMatrix * gl_Normal;
gl_Position = ftransform();
Would you tell me how to treat vertex shader in world-space, please?
Thanks.