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@mahulst
Last active February 26, 2018 20:27
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low poly vertex shader
void main () {
float y = calculateSurface(position.x, position.y);
vec3 p1 = vec3(vert1.x, calculateSurface(vert1.x, vert1.y), vert1.y);
vec3 p2 = vec3(vert2.x, calculateSurface(vert2.x, vert2.y), vert2.y);
vec3 p3 = vec3(vert3.x, calculateSurface(vert3.x, vert3.y), vert3.y);
vec3 normal = normalize(cross(p2 - p3, p1 - p2));
gl_Position = perspective * camera * vec4(vec3(position.x, y, position.y), 1.0);
vcolor = normal;
}
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