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#hlsl

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Hey, #techart, is there any good solution for recalculating normals once you've moved vertices around in a vertex #shader?

Most info I can find online suggests to simply sample the function used for displacing the vertices for 2 more nearby points and get the normal using a cross product, but in my case there is no underlying procedural function, everything is discrete.

#gamedev#glsl#hlsl

"Fermat Gyroscope"

Tumbling through space and time,
Our internal gyros trying to stabilize our course.
Sometimes succeeding,
Sometimes not so much.
We find moments of balance and direction,
But other times we flail and spin out of control.

And we find that it's a dance.
That staying in motion, in the flow, is more important
Than perfection.