But you are missing the translation this way. Might very well be that for the cotangent frame calculation it is not relevant since you are using only derivatives.

To be precise it should be:
Code:
Out.ViewDir.xyz = vecViewPos.xyz - mul(float4(In.Pos.xyz, 1), (float4x4)matWorld).xyz;


Last edited by Hummel; 04/06/13 19:01.