Right now we calculate the extrusion into the vertex shader based on the normal and milter + thickness and apply to the position attribute.
Since in one of you demo you used direct mat4.ortho for projection I am curious can this be done directly into the vertex shader without changing the prespective matrix.
So like this getNormal(path,{closed: true,directionFacing: true});
Right now we calculate the extrusion into the vertex shader based on the normal and milter + thickness and apply to the position attribute. Since in one of you demo you used direct mat4.ortho for projection I am curious can this be done directly into the vertex shader without changing the prespective matrix.
So like this getNormal(path,{closed: true,directionFacing: true});