GLSL 1.3 inverse 4x4 matrix











up vote
0
down vote

favorite












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 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 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 at 16:36










  • see Pseudo inverse matrix it is very easy to implement even in GLSL
    – Spektre
    Nov 21 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 at 21:34















up vote
0
down vote

favorite












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 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 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 at 16:36










  • see Pseudo inverse matrix it is very easy to implement even in GLSL
    – Spektre
    Nov 21 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 at 21:34













up vote
0
down vote

favorite









up vote
0
down vote

favorite











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 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 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 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 at 16:36










  • see Pseudo inverse matrix it is very easy to implement even in GLSL
    – Spektre
    Nov 21 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 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 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 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 at 16:36










  • see Pseudo inverse matrix it is very easy to implement even in GLSL
    – Spektre
    Nov 21 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 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 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 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 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 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 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 at 16:36












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




see Pseudo inverse matrix it is very easy to implement even in GLSL
– Spektre
Nov 21 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 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 at 21:34

















active

oldest

votes











Your Answer






StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














 

draft saved


draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53378692%2fglsl-1-3-inverse-4x4-matrix%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown






























active

oldest

votes













active

oldest

votes









active

oldest

votes






active

oldest

votes
















 

draft saved


draft discarded



















































 


draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53378692%2fglsl-1-3-inverse-4x4-matrix%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

404 Error Contact Form 7 ajax form submitting

How to know if a Active Directory user can login interactively

TypeError: fit_transform() missing 1 required positional argument: 'X'