i have a vertex shader that passes the normal of the vertex to the fragment shader. i can confirm that whatever fragNormal is set do does get passed to the fragment shader. the problem is that all the normals are 0,0,0. here are the relevant parts of code:
drawing geometry:
let mut d2 = d2.begin_shader_mode(&shader);
d2.draw_plane(
Vector3::new(0.0, 0.0, 0.0),
Vector2::new(32.0, 32.0),
Color::LIGHTGRAY,
);
d2.draw_cube(Vector3::zero(),2.0,4.0,2.0,Color::WHITE);
vertex shader:
#version 330
in vec3 vertexNormal;
uniform mat4 matNormal;
out vec3 fragNormal;
void main()
{
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
}
i have a vertex shader that passes the normal of the vertex to the fragment shader. i can confirm that whatever
fragNormalis set do does get passed to the fragment shader. the problem is that all the normals are0,0,0. here are the relevant parts of code:drawing geometry:
vertex shader: