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Right now we calculate the extrusion into the vertex shader based on the normal and milter + thickness and apply to the position attribute.
Since in one of you demo you used direct mat4.ortho for projection I am curious can this be done directly into the vertex shader without changing the prespective matrix.
So like this getNormal(path,{closed: true,directionFacing: true});
The text was updated successfully, but these errors were encountered:
Right now we calculate the extrusion into the vertex shader based on the normal and milter + thickness and apply to the position attribute.
Since in one of you demo you used direct mat4.ortho for projection I am curious can this be done directly into the vertex shader without changing the prespective matrix.
So like this getNormal(path,{closed: true,directionFacing: true});
The text was updated successfully, but these errors were encountered: