in src/ShaderProgram.cpp [51:87]
void main()
{
vec3 A = position_world[1].xyz - position_world[0].xyz;
vec3 B = position_world[2].xyz - position_world[0].xyz;
vec3 normal = normalize(cross(A,B));
vec3 normal_cam = (V * vec4(normal,0)).xyz;
gl_Position = gl_in[0].gl_Position;
normal_camera = normal_cam;
normal_world = normal;
xyz_world = position_world[0];
xyz_camera = V * xyz_world;
viewDirection_cam = viewDirection_camera[0];
gl_PrimitiveID = gl_PrimitiveIDIn;
EmitVertex();
gl_Position = gl_in[1].gl_Position;
normal_camera = normal_cam;
normal_world = normal;
xyz_world = position_world[1];
xyz_camera = V * xyz_world;
viewDirection_cam = viewDirection_camera[1];
gl_PrimitiveID = gl_PrimitiveIDIn;
EmitVertex();
gl_Position = gl_in[2].gl_Position;
normal_camera = normal_cam;
normal_world = normal;
xyz_world = position_world[2];
xyz_camera = V * xyz_world;
viewDirection_cam = viewDirection_camera[2];
gl_PrimitiveID = gl_PrimitiveIDIn;
EmitVertex();
EndPrimitive();
}