Getting ready to decode normal.
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@ -11,9 +11,9 @@ void main()
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{
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// Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback
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// is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.
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vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
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//vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
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// We are just using the normal as the output color, and making it lighter so it looks a bit nicer.
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// Obviously a real shader would also do texuring, lighting, or whatever is required for the application.
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outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
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outputColor = vec4(abs(worldNormal.xyz) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
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}
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