GLSL 1.3 inverse 4x4 matrix












0














I want to calculate the new normal vector and in GLSL 1.4 you can use this formula:
normal = mat3(transpose(inverse(modelview))) * in_Normal;
But my version of GLSL is 1.3 and the function inverse is not available in this version.
Do you know if there is an alternative to this without coding the entire function to inverse a matrix ?










share|improve this question


















  • 1




    I suggest to calculate the inverse on CPU side (e.g. glm has this function) and then pass it as an uniform to the shader.
    – Ripi2
    Nov 19 '18 at 16:22






  • 1




    If the matrix is an Orthogonal matrix (which may be the case for the model view matrix), then the inverse matrix is equal the transposed matrix and the term can be simplified: normal = mat3(modelview) * in_Normal;
    – Rabbid76
    Nov 19 '18 at 16:36








  • 1




    I agree with @Ripi. Furthermore, check if you really need the inverse transpose. For a huge number of cases (when the model view matrix is just a rigid body transform), you don't need to do this.
    – Nico Schertler
    Nov 19 '18 at 16:36










  • see Pseudo inverse matrix it is very easy to implement even in GLSL
    – Spektre
    Nov 21 '18 at 10:16










  • @Rabbid76 that is true only for rotational transform matrix... with homogenous transform matrix you need to correct the position afterwards...
    – Spektre
    Nov 21 '18 at 21:34
















0














I want to calculate the new normal vector and in GLSL 1.4 you can use this formula:
normal = mat3(transpose(inverse(modelview))) * in_Normal;
But my version of GLSL is 1.3 and the function inverse is not available in this version.
Do you know if there is an alternative to this without coding the entire function to inverse a matrix ?










share|improve this question


















  • 1




    I suggest to calculate the inverse on CPU side (e.g. glm has this function) and then pass it as an uniform to the shader.
    – Ripi2
    Nov 19 '18 at 16:22






  • 1




    If the matrix is an Orthogonal matrix (which may be the case for the model view matrix), then the inverse matrix is equal the transposed matrix and the term can be simplified: normal = mat3(modelview) * in_Normal;
    – Rabbid76
    Nov 19 '18 at 16:36








  • 1




    I agree with @Ripi. Furthermore, check if you really need the inverse transpose. For a huge number of cases (when the model view matrix is just a rigid body transform), you don't need to do this.
    – Nico Schertler
    Nov 19 '18 at 16:36










  • see Pseudo inverse matrix it is very easy to implement even in GLSL
    – Spektre
    Nov 21 '18 at 10:16










  • @Rabbid76 that is true only for rotational transform matrix... with homogenous transform matrix you need to correct the position afterwards...
    – Spektre
    Nov 21 '18 at 21:34














0












0








0







I want to calculate the new normal vector and in GLSL 1.4 you can use this formula:
normal = mat3(transpose(inverse(modelview))) * in_Normal;
But my version of GLSL is 1.3 and the function inverse is not available in this version.
Do you know if there is an alternative to this without coding the entire function to inverse a matrix ?










share|improve this question













I want to calculate the new normal vector and in GLSL 1.4 you can use this formula:
normal = mat3(transpose(inverse(modelview))) * in_Normal;
But my version of GLSL is 1.3 and the function inverse is not available in this version.
Do you know if there is an alternative to this without coding the entire function to inverse a matrix ?







c++ glsl shader






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 19 '18 at 16:14









Hugo Andreu

1




1








  • 1




    I suggest to calculate the inverse on CPU side (e.g. glm has this function) and then pass it as an uniform to the shader.
    – Ripi2
    Nov 19 '18 at 16:22






  • 1




    If the matrix is an Orthogonal matrix (which may be the case for the model view matrix), then the inverse matrix is equal the transposed matrix and the term can be simplified: normal = mat3(modelview) * in_Normal;
    – Rabbid76
    Nov 19 '18 at 16:36








  • 1




    I agree with @Ripi. Furthermore, check if you really need the inverse transpose. For a huge number of cases (when the model view matrix is just a rigid body transform), you don't need to do this.
    – Nico Schertler
    Nov 19 '18 at 16:36










  • see Pseudo inverse matrix it is very easy to implement even in GLSL
    – Spektre
    Nov 21 '18 at 10:16










  • @Rabbid76 that is true only for rotational transform matrix... with homogenous transform matrix you need to correct the position afterwards...
    – Spektre
    Nov 21 '18 at 21:34














  • 1




    I suggest to calculate the inverse on CPU side (e.g. glm has this function) and then pass it as an uniform to the shader.
    – Ripi2
    Nov 19 '18 at 16:22






  • 1




    If the matrix is an Orthogonal matrix (which may be the case for the model view matrix), then the inverse matrix is equal the transposed matrix and the term can be simplified: normal = mat3(modelview) * in_Normal;
    – Rabbid76
    Nov 19 '18 at 16:36








  • 1




    I agree with @Ripi. Furthermore, check if you really need the inverse transpose. For a huge number of cases (when the model view matrix is just a rigid body transform), you don't need to do this.
    – Nico Schertler
    Nov 19 '18 at 16:36










  • see Pseudo inverse matrix it is very easy to implement even in GLSL
    – Spektre
    Nov 21 '18 at 10:16










  • @Rabbid76 that is true only for rotational transform matrix... with homogenous transform matrix you need to correct the position afterwards...
    – Spektre
    Nov 21 '18 at 21:34








1




1




I suggest to calculate the inverse on CPU side (e.g. glm has this function) and then pass it as an uniform to the shader.
– Ripi2
Nov 19 '18 at 16:22




I suggest to calculate the inverse on CPU side (e.g. glm has this function) and then pass it as an uniform to the shader.
– Ripi2
Nov 19 '18 at 16:22




1




1




If the matrix is an Orthogonal matrix (which may be the case for the model view matrix), then the inverse matrix is equal the transposed matrix and the term can be simplified: normal = mat3(modelview) * in_Normal;
– Rabbid76
Nov 19 '18 at 16:36






If the matrix is an Orthogonal matrix (which may be the case for the model view matrix), then the inverse matrix is equal the transposed matrix and the term can be simplified: normal = mat3(modelview) * in_Normal;
– Rabbid76
Nov 19 '18 at 16:36






1




1




I agree with @Ripi. Furthermore, check if you really need the inverse transpose. For a huge number of cases (when the model view matrix is just a rigid body transform), you don't need to do this.
– Nico Schertler
Nov 19 '18 at 16:36




I agree with @Ripi. Furthermore, check if you really need the inverse transpose. For a huge number of cases (when the model view matrix is just a rigid body transform), you don't need to do this.
– Nico Schertler
Nov 19 '18 at 16:36












see Pseudo inverse matrix it is very easy to implement even in GLSL
– Spektre
Nov 21 '18 at 10:16




see Pseudo inverse matrix it is very easy to implement even in GLSL
– Spektre
Nov 21 '18 at 10:16












@Rabbid76 that is true only for rotational transform matrix... with homogenous transform matrix you need to correct the position afterwards...
– Spektre
Nov 21 '18 at 21:34




@Rabbid76 that is true only for rotational transform matrix... with homogenous transform matrix you need to correct the position afterwards...
– Spektre
Nov 21 '18 at 21:34












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