Shaders trouble

#1

Hello I have some trouble to convert a glsl shader to hlsl.

I don’t know how to translate this into hlsl:

camVec = transpose(tbn) * camVec;

Could someone help me on this issue ? Thanks a lot !

#2

Well for camVec that is either a float3 or float4, transpose is a function and tbn is Tangent BiNormal "Some call it Bitangent", and n is usually just the normal multiplied by the variable camVec.

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#3

Also forgot to mention that some of these variables, and function are already defined in urho3d shaders. You will have to substitute them in your shader.