I’m trying to make good a lightview camera that uses the exact direction of the light, and the guessitmated position of the light.

Is there anyway to point the camera at the same direction as the directional light using the light’s xyz coordinates instead of the mouse move coordinates.

Basically it’s going to be used for directional light shadow mapping, and to use the camera part or see the exact point the directional light is pointing at.

```
void PerspectiveCamera::Update(std::shared_ptr<VulkanEngine> engine)
{
glm::vec3 front;
front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
front.y = sin(glm::radians(Pitch));
front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
Front = glm::normalize(front);
Right = glm::normalize(glm::cross(Front, WorldUp));
Up = glm::normalize(glm::cross(Right, Front));
ViewMatrix = glm::lookAt(Position, Position + Front, Up);
const auto Aspect = engine->SwapChain.GetSwapChainResolution().width / (float)engine->SwapChain.GetSwapChainResolution().height;
ProjectionMatrix = glm::perspective(glm::radians(Zoom), Aspect, 0.1f, 10000.0f);
}
```

It seems like it working on the shader side.

Tried updating the light pos based on the light view camera position.