in OpenGL vertex shaders, what is w, and why do I divide by it?
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Published on 2010-03-11T05:29:23Z
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2010/03/11
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opengl
|vertex-shader
void main(void)
{
vec4 clipCoord = glModelViewProjectionmatrix * gl_Vertex;
gl_Position = clipCoord;
gl_FrontColor = gl_Color;
vec3 ndc = clipCoord.xyz / clipCoord.w;
So the clipCoord is just doing standard fixed pipeline ransforms. Now, the ndc ... why do I divide by w, and what do I get from this?
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