Hi there,
I'm new here and i'm trying to replicate the effet described in this tutorial.
I was able to create the model, unwarp it as described (each face covers the entirty of the UV space) and displacement according to the UV unwrap.
However I'm stuck at the point where we need to orient each faces toward camera. In the tutorial he simply multiplies the offset vertex vector by the view vector. However in godot, it seems that we don't have cacces to the VIEW vector in the vertex shader. We have the MODELVIEW, but when i multiply the model view matrix, my quad simply disparear...
Here is my code :
```
void vertex() {
vec2 centered_uv= UV *2f -1f;
VERTEX += vec3(centered_uv,0);
// The following line is wrong :
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 0.0)).xyz;
COLOR = vec4(UV,0,1);
}
```
Is there any chance I could retrieve the view vector in the vertex shader ? Or in other words, is there a know way to always "billboard" all the quads of a mesh ?
Thanks for your help,