So I'm using a shader to draw in OpenGL a 2D scene that so far looks like this
To get this image I have a camera that I use in the shader to multiply the coordinates of the vertex.
Camera code:
glm::mat4 projection =
glm::perspective(glm::radians(45.0f), app.aspectRatio, 0.0f, 100.0f);
glm::vec3 camera = glm::vec3(0.0f, 0.0f, -2.0f);
glm::mat4 uCameraView = glm::translate(world.projection, world.camera);
Shader code:
#version 330 core
layout(location = 0) in vec2 vPosition;
layout(std140) uniform ubo
{
mat4 uCameraView;
};
void main()
{
gl_Position = uCameraView * vec4(vPosition.x, vPosition.y, 0.0f, 1.0f);
}
If I multiply by -1 vPosition.y
in the shader I get the following image, which is the result I want
Could be possible to somehow apply this "mirror flip transformation" to the glm::mat4 uCameraView
to avoid having to do this on every shader?
Mirror the y axis of the camera with glm::scale
. The scale must be (1, -1, 1):
glm::mat4 projection =
glm::perspective(glm::radians(45.0f), app.aspectRatio, 0.0f, 100.0f);
glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -2.0f));
view = glm::scale(view, glm::vec3(1.0f, -1.0f, 1.0f));
glm::mat4 uCameraView = projection * view;