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Grant Sanderson fbce0b132c Temporary band-aide for degenerate normal vector calculations
This solution is a bit too specific to the case of spheres.
2024-11-25 12:39:32 -07:00

24 lines
532 B
GLSL

#version 330
in vec3 point;
in vec3 du_point;
in vec3 dv_point;
in vec4 rgba;
out vec4 v_color;
#INSERT emit_gl_Position.glsl
#INSERT get_unit_normal.glsl
#INSERT finalize_color.glsl
const float EPSILON = 1e-10;
void main(){
emit_gl_Position(point);
vec3 du = (du_point - point);
vec3 dv = (dv_point - point);
vec3 normal = cross(du, dv);
float mag = length(normal);
vec3 unit_normal = (mag < EPSILON) ? vec3(0, 0, sign(point.z)) : normal / mag;
v_color = finalize_color(rgba, point, unit_normal);
}