I’ve a ray and its course is (o
,d
). Multiply it by the mannequin matrix to rotate the mannequin.
o = uCamera.xyz, d = GenRay();
o = vec3(uModel * vec4(o,1));
d = vec3(uModel * vec4(d,0));
Then beam, RayMarchLeaf(o, d, t, coloration, regular);
the place get the place vec3 t
of the collision of the beam. (in mannequin coordinates).
Then traslate t
to world coordinates :
t = vec3(inverse(uModel) * vec4(t,1)); // map to world pos;
okay, we have now a 3d digital camera coordinate and a degree. For Depth worth, we will use size(uCamera.xyz - t)
, however this isn’t correct. My digital camera is transferring and rotating in 3d area.
How you can correct calculate depth worth to retailer in texture?