I am trying to create a custom shader. In the fragment shader, I want to get the position of the fragment in model model space. I know that gl_FragCoord has the Coordinates in window space. But how can i convert to model space?
I’d suggest instead transferring the position from the vertex-shader. Something like this:
In the vertex shader:
// Other stuff here...
out vec3 vertexPos;
void main()
{
// Other stuff here...
vertexPos = p3d_Vertex.xyz;
}
In the fragment shader:
// Other stuff here...
in vec3 vertexPos;
void main()
{
// The vertex-position should now be available here!
}
Many thanks @Thaumaturge. I somehow did not see your comment. This works for my requirements.
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