I would like to have access to the fragment’s screen position from inside the fragment shader. I assumed I’d be able to take the clip space X/Y in the vertex shader and divide by the W to get a nice clean X/Y from -1 to 1. But this, err, doesn’t seem to work. It’s all distorted, clearly clinging to the shapes somewhat. But for some reason it works if I do the W divide in the fragment. I don’t fancy wasting a lot of cycles (this is multiple additive passes) doing what could be interpolated if I can help it, any ideas why this works the way it does.
vec4 v4TransformMe = m4Transform * vec4( ( v3VertexIn * fFalloff ) + v3Position, 1.0 ); v3TexCoordOut = vec3( v4TransformMe.xy, v4TransformMe.w ); gl_Position = v4TransformMe;
v3TexCoordOut.xy / v3TexCoordOut.z
(Vertex interpolated version)
vec4 v4TransformMe = m4Transform * vec4( ( v3VertexIn * fFalloff ) + v3Position, 1.0 ); v3TexCoordOut = v4TransformMe.xy / v4TransformMe.w; gl_Position = v4TransformMe;
(the nasty scale and position in the vertex shader is being replaced with a properly built matrix as soon as this is sorted, I swear ;])
I realise that depth is nonlinear, but I assumed that even so it’s done on a vertex level and interpolated via fragment… is this not the case?