I was cheking some demos (like dispersion demo) from nVidias Site.
And in the OGLSLang vertex shader program i found this:
// transform eye position to world space
vec4 worldEyePos = viewInverse * eyePos;
viewInverse and eyePos are uniforms. But how I will find the viewInverce matrix?
I have seen a lot of demos that uses the view Invert Matrix. BUt I dont undersatnd how to find it! Some resource i find saying just make the matrix from M[i][j] to M[j][i] some others saying other ways to do it! I am confuzed! Can someone tell me how i can calculate the viewInverse Matrix?
thanks in advance!