Original Post
My situation is the following: I project a texture onto a sphere using perspective texture projection, and it works fine, but I get this texture projected not only onto the side of the sphere which faces the projector, but onto the back side of the sphere as well. I need only the side I need to remove this back-projection. I think that if I could determine in pixel shader whether current pixel belongs to a poly which faces the projector then I would be able to avoid back-projection just by instructing the shader to project texture on fron-facing polys only. For orthogonaly projected textures this task would be trivial and would be done with a single dot product, but how to be with perspective projections?