naive normal direction
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1 changed files with 8 additions and 1 deletions
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@ -113,5 +113,12 @@ vec3 calculate_normal(vec4 terrain_position) {
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vec3 p2 = (points[1] - terrain_position).xyz;
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// calculate normal
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return normalize(cross(p1, p2));
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vec3 normal = normalize(cross(p1, p2));
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// naively assume that a normal always has to look upwards
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if (normal.y < 0.0) {
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return -normal;
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} else {
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return normal;
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}
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}
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