Would it be possible to support this?
I see code similar to this work in glsl code online:
var n = normalize(mat3(transformMatrix) * input.position);
But I get Cannot multiply Mat3 and Vec3
.
Or is there a different way to make this work?
Would it be possible to support this?
I see code similar to this work in glsl code online:
var n = normalize(mat3(transformMatrix) * input.position);
But I get Cannot multiply Mat3 and Vec3
.
Or is there a different way to make this work?
Does input.position * mat3(transformMatrix)
work? I think I encounted it a while ago, and it was due to argument ordering, as A op B
not always implies B op A
in HXSL.
Ah, yes that seems to work. Would be nice if it works both ways.