In OpenGL and DX anything is a Vec4
For the reason that all matrices are 4x4 matrices.
the forth is w and normally 1 unless you use the position to save quaternions in there instead of vectors.
as you seem to lack the 3d programming basics, understanding them before trying to do shader (higher end math) might be a usefull idea.
For the reason that all matrices are 4x4 matrices.
the forth is w and normally 1 unless you use the position to save quaternions in there instead of vectors.
as you seem to lack the 3d programming basics, understanding them before trying to do shader (higher end math) might be a usefull idea.