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The positive zAxis actually points away from the target. Thus what I wrote previously was incorrect, it should instead be: zAxis = norm(camPosition - targetPosition). This will cause the positive zAxis to point out of the screen from the camera's perspective, and thus the negative zAxis to go into the screen towards the target. This means then means the ...


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You are creating an orthogonal coordinate system with the operations described that moves objects from world space into view space. The vector of target - pos gives you the Z axis. It is from the eye towards the direction you are looking. The next cross product of Z x Up creates the X vector, which points left or right depending on the handedness of the ...


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As DMGregory pointed out, I can't just multiply the fragment's final color with the shadow value. This is because this color is calculated by using information like ambient color or an environment map which is not related to the light source which casts the shadows. This makes sense because these parts of the lighting are not related to any light sources, ...


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