mat4 LookAt( const vec4& eye, const vec4& at, const vec4& up ) { vec4 n = normalize(eye - at); vec4 u = normalize(cross(up,n)); vec4 v = normalize(cross(n,u)); vec4 t = vec4(0.0, 0.0, 0.0, 1.0); mat4 c = mat4(u, v, n, t); return c * Translate( -eye ); }
gl_Position = projectionM * cameraM * worldM * modelM * objectM * vPosition;