I would like to do mat4 * vec3.
I guess I have a few options like
vec3 myvector; myvector = vec3(mymatrix * vec4(myvector, 0.0));
Do you think this is wasteful?
It might compile to
MOV r0, myvector;
MOV r0.w, 0.0;
DP4 myvector.x, mymatrix, r0;
DP4 myvector.y, mymatrix, r0;
DP4 myvector.z, mymatrix, r0;
I would like to cast mymatrix to a mat3 instead. I want the upper left 3x3.
GLSL Syntax validator says
ERROR: 0:9: ‘constructor’ : constructing matrix from matrix (reserved)
ERROR: 1 compilation errors. No code generated.
if I do
myvector = mat3(mymatrix) * myvector;