> De: Anders Gidenstam
> 
> On Wed, 4 Apr 2012, James Turner wrote:
> 
> > Guessing that writing to a 'varying' might be the issue, I made a
> > temporary:
> >
> >       vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
> >       gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5,
> >       0.0, 1.0 );
> >
> > And now everything looks good! The intermediate buffers, the
> > shadows, yes.
> 
> One thing: I think ecNormal should be normalized before use - IIRC
> the interpolation between the vertex shader output and the input to
> individual fragments might change the length of the normal (since it typically
> is linear in each dimension).

Good point Anders. Can push that fix ?

Thank you
-Fred

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