in src/ShaderProgram.cpp [110:140]
void main(){
//vec3 view_vector = normalize(vec3(0,0,1) - xyz_camera.xyz);
vec3 view_vector = vec3(0,0,1);
vec4 test = vec4(0,0,0,1);
// Check if we need to flip the normal.
vec3 normal_world_cor;// = normal_world;
float d = dot(normalize(normal_camera), normalize(view_vector));
if (abs(d) < 0.001) {
FragColor = vec4(0,0,0,0);
FragColor2 = vec4(0,0,0,0);
FragColor3 = vec4(0,0,0,0);
return;
}
else{
if (d < 0) {
test = vec4(0,1,0,1);
normal_world_cor = -normal_world;
} else {
normal_world_cor= normal_world;
}
FragColor = xyz_world;
FragColor.w = gl_PrimitiveID + 1.0f;
FragColor2 = vec4(normalize(normal_world_cor),1);
FragColor2.w = gl_PrimitiveID + 1.0f;
}
}