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Object space

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@Alkher wrote:

Hi!
I'm trying to render 1 or many sphere as this: for each sphere, from its center to the border, alpha = distance_from_the_center) /radius.
Would I have to do this using a raycasting method ?

Can't I just for a start get the vertex's position, the center, and use the distance between the two ?

In the vertexshader, is input.position the position of the vertex in object's space ?
If right, then I should just have to do length(normalize(input.position-world. 4142_43)), isn't it ?

When I do

float4 worldPosition = mul(input.Position, world);
float redamount = length(normalize(output.WorldPos) - normalize(output.PositionSphereCenter));

and in pixelshader

return float4(redamount,0,0,1);

I've got the red decreasing when the pixel gets away from (0,0,0) as expected, but not in the object space when getting away from the center of the sphere

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