Hi, guru's!
I need advice or dig direction.
Problem:
Make shader material (glsl) and in vertex shader i change vertexes position. It work ok and results is pretty.
BUT (yes, again this damn "BUT")
In fragment shader i need normal for compute reflection, diffuse and etc.
Source mesh is flat, and all normal look up and equal. Vertex shader change vertex position, but normals stay not changed.
How i can recalculate (or get somewhere ) ) new normals? In vertex shader i have only ONE current vertex, but for calculate normal we need face (i think
i.e. 3 vertexes).
How get new normal in current vertex in new position? Help please!
p. s.
http://www.babylonjs.com/cyos/ Template "wave" we have near situation, but normal (as i understand) not recalc and in distortion result we not get real light piscture.... or have? Trap...