-The names of these spaces are misleading, as "**feet player space**" is not in any way related to the player's feet. The difference between the two is that in *f*eet player space**, the origin remains locked to the player's head position, whereas in **eye player space**, effects like view bobbing are accounted for, meaning that the origin is locked to the camera. This is why the two can be interchanged with the addition and subtraction of [`gbufferModelViewInverse[3]`](/current/reference/uniforms/matrices#gbuffermodelviewinverse) - this fourth component of the matrix accounts for the translation from the player's head to the camera.
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