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Updated shader (markdown)
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shader.md
10
shader.md
@ -309,7 +309,15 @@ if (NdotL > 0.0) {
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};
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```
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Obtaining world-space normal and position in material fragment program:
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```glsl
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//use reverse multiply because INV_CAMERA_MATRIX is world2cam
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vec3 world_normal = NORMAL * mat3(INV_CAMERA_MATRIX);
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vec3 world_pos = (VERTEX-INV_CAMERA_MATRIX.w.xyz) * mat3(INV_CAMERA_MATRIX);
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```
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### Notes
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