Hey guys,
I’ve been crawling the net trying to find the answer to this problem, and only found one other thread that I’ve noticed even touches on vertex shaders. What I am attempting to do is apply a vertex translation along the Y axis depending on the distance from the camera (along the lines of this). To do this, I need to know the position of each vertex in ClipSpace. How do I access this from a shader method? From what I can see (and what the old forum thread confirmed), it seems that this value is multiplied directly into the output position register.
Is there any way to pull this off using a shader method, or do I need to create a new screen pass / material? I really wish there was an option to simply append projection code to a screen pass, unless I am missing it somewhere.