Cliff Biffle  committed 01f2a79

Fixed normal projection to use the depth texture. The vertex shader worked fine with this bug, but only because we were passing it all the depths twice.

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   gl_Position = gl_ModelViewProjectionMatrix * vertex;
   // The normal was computed in Kinect-space.  Unproject it too.
-  vec3 normal = kinect_unproject_normal(normalize(gl_Normal),,;
+  vec3 normal = kinect_unproject_normal(normalize(gl_Normal), kinectPoint,;
   if (vertex.z <= 0.) {
     gl_FrontColor = vec4(0,0,0,0);