Original Post
I've ran into a small issue with my deferred rendering shader. I am working on the light pass using my own light data where I pass in values like position, diffuse, specular.. And the problem occurs with the position. I understand to make it into eye space I must multiply it by the inverse model view, how ever when I get to the lighting pass I no longer have the camera set up, thus the model view is incorrect. This also seems like a waist full method of getting the correct light position, as I only needs to be update, at most, per frame when the camera move, where as using that method I would be finding the position per pixel. My question is how do I fix this? Do I need to make a camera that stores the inverse model view and then just have it update the lights when I move, or is there a better way? Thanks