pbrBlockNormalGeometric.fx 404 B

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  1. vec3 viewDirectionW = normalize(vEyePosition.xyz - vPositionW);
  2. #ifdef NORMAL
  3. vec3 normalW = normalize(vNormalW);
  4. #else
  5. vec3 normalW = normalize(cross(dFdx(vPositionW), dFdy(vPositionW))) * vEyePosition.w;
  6. #endif
  7. vec3 geometricNormalW = normalW;
  8. #if defined(TWOSIDEDLIGHTING) && defined(NORMAL)
  9. geometricNormalW = gl_FrontFacing ? geometricNormalW : -geometricNormalW;
  10. #endif