vec3 get_unit_normal(in vec3[3] points){ float tol = 1e-6; vec3 v1 = normalize(points[1] - points[0]); vec3 v2 = normalize(points[2] - points[0]); vec3 cp = cross(v1, v2); float cp_norm = length(cp); if(cp_norm < tol){ // Three points form a line, so find a normal vector // to that line in the plane shared with the z-axis vec3 k_hat = vec3(0.0, 0.0, 1.0); vec3 new_cp = cross(cross(v2, k_hat), v2); float new_cp_norm = length(new_cp); if(new_cp_norm < tol){ // We only come here if all three points line up // on the z-axis. return vec3(0.0, -1.0, 0.0); // return k_hat; } return new_cp / new_cp_norm; } return cp / cp_norm; }