Searched refs:viewInv (Results 1 – 7 of 7) sorted by relevance
55 mat4 viewProjInv = uCameras[cameraIdx].viewInv; in InplaceEnvironmentBlock()84 const vec3 camPos = uCameras[cameraIdx].viewInv[3].xyz; in InplaceEnvironmentBlock()
387 mat4 viewInv; member
168 const vec3 camWorldPos = uCameras[cameraIdx].viewInv[3].xyz;258 const vec3 camWorldPos = uCameras[cameraIdx].viewInv[3].xyz;
124 const vec3 camPos = uCameras[cameraIdx].viewInv[3].xyz;
251 const vec3 camPos = uCameras[cameraIdx].viewInv[3].xyz;
259 const Math::Mat4X4 viewInv = Math::Inverse(cameras[cameraId].matrices.view); in GetRenderSlotSubmeshes() local260 camWorldPos = Math::Vec3(viewInv[3u]); // take world position from matrix in GetRenderSlotSubmeshes()
165 dat->viewInv = Math::Inverse(currCamera.matrices.view); in ExecuteFrame()