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This means that surface shading will not necessarily work well for arbitrary transformations of the surface. But the existing solution was flimsy anyway, and caused annoying issues with singularity points.
19 lines
No EOL
362 B
GLSL
19 lines
No EOL
362 B
GLSL
#version 330
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in vec3 point;
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in vec3 d_normal_point;
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in vec4 rgba;
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out vec4 v_color;
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#INSERT emit_gl_Position.glsl
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#INSERT get_unit_normal.glsl
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#INSERT finalize_color.glsl
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const float EPSILON = 1e-10;
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void main(){
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emit_gl_Position(point);
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vec3 unit_normal = normalize(d_normal_point - point);
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v_color = finalize_color(rgba, point, unit_normal);
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} |