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vec4vertexxyz

vec4vertexxyz is a term used in computer graphics to refer to a four-component vector that stores a vertex’s position in 3D space along with an additional component, typically designated as w. In many shading languages, vec4 is the standard type for such four-component data, and the name vec4vertexxyz is commonly used as a descriptive variable name for a position expressed in homogeneous coordinates.

The conventional interpretation is that the first three components correspond to x, y, and z, while the

This approach provides a flexible way to handle vertex data in pipelines that rely on homogeneous coordinates.

In practice, vec4vertexxyz is a naming convention rather than a standardized type. It appears in codebases

fourth
component,
w,
is
used
to
support
homogeneous
coordinate
mathematics.
For
vertices,
w
is
usually
set
to
1.0,
which
allows
translation
and
other
affine
transformations
to
be
applied
through
matrix
multiplication.
A
typical
usage
is
to
construct
the
vector
as
vec4
vertexXYZ
=
vec4(position,
1.0);,
where
position
is
a
vec3
holding
the
Cartesian
coordinates.
After
transformation
by
a
model-view-projection
matrix,
the
result
is
used
as
the
clip-space
position,
often
assigned
to
gl_Position.
If
w
were
0,
the
vector
would
represent
a
direction
rather
than
a
position,
which
is
common
for
normals
or
other
directional
vectors.
The
vec4form
makes
it
straightforward
to
apply
the
same
matrix
math
to
both
positions
and
related
data
when
needed.
as
a
clear,
explicit
container
for
3D
positions
extended
to
a
vec4,
ensuring
compatibility
with
traditional
projection
workflows.