@@ -16,7 +16,7 @@ export default /* glsl */`
#endif
- vec3 pos = vWorldPosition.xyz / vWorldPosition.w;
+ vec3 pos = vWorldPosition;
vec3 v = normalize( cameraPosition - pos );
vec3 n = inverseTransformDirection( normal, viewMatrix );
@@ -27,7 +27,7 @@ export default /* glsl */`
uniform mat4 modelMatrix;
uniform mat4 projectionMatrix;
- varying vec4 vWorldPosition;
+ varying vec3 vWorldPosition;
vec3 getVolumeTransmissionRay(vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix) {
// Direction of refracted light.
@@ -5,7 +5,7 @@ varying vec3 vViewPosition;
#ifdef USE_TRANSMISSION
@@ -51,7 +51,7 @@ void main() {
- vWorldPosition = worldPosition;
+ vWorldPosition = worldPosition.xyz;
}