Updated shader (markdown)

Juan Linietsky 2015-04-30 13:52:57 -03:00
parent bd7addfcfb
commit 088e67692c

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