[Solved] ProjectionMatrix and ModelViewMatrix (GLSL)

Hey guys,

I’m trying to create a skydome material/shader and so the first I did was to derive from skybox and some changes so here’s my current shader wip. I was wondering what is the equivalent for position, projectionMatrix and modelViewMatrix in Urho3D.

Using the dome model, this works in glsl but the texture is sort of tiled:

varying vec2 vTexCoord;

void VS()
{

    mat4 modelMatrix = iModelMatrix;
    vec3 worldPos = GetWorldPos(modelMatrix);
    gl_Position = GetClipPos(worldPos);
    gl_Position.z = gl_Position.w;
    vTexCoord = iPos.xy;

}

void PS()
{   

    vec4 sample = texture2D(sDiffMap, vTexCoord);
    gl_FragColor = vec4(sample.xyz, sample.w); 
    
}

May I look at your material xml file and tech xml?

std Skybox shader use cube maps
gl_FragColor = cMatDiffColor * textureCube(sDiffCubeMap, vTexCoord);

earlier I do some chandes with this shader for FH’s skybox with one usual texture
this is it:


dx9 hlsl shader - SkySphere.hlsl

#include "Uniforms.hlsl"
#include "Samplers.hlsl"
#include "Transform.hlsl"

void VS(float4 iPos : POSITION, 
        float2 iTexCoord: TEXCOORD0,
        out float2 oTexCoord : TEXCOORD0, 
        out float4 oPos : SV_POSITION)
{
    float4x3 modelMatrix = iModelMatrix;
    float3 worldPos = GetWorldPos(modelMatrix);
    oPos = GetClipPos(worldPos);
    
    oPos.z = oPos.w;
    oTexCoord = iTexCoord;
}

void PS(float2 iTexCoord : TEXCOORD0, 
        out float4 oColor : OUTCOLOR0)
{
    oColor = cMatDiffColor * Sample2D(DiffMap, iTexCoord);
}

in you case you need to try instead this
vTexCoord = iPos.xy;
use std texture cords
vTexCoord = iTexCoord;

Thanks CodingMonkey! works perfectly :smiley: