precision lowp float;
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
attribute vec3 cameraPosition // Or should I pass the parameters through the shader material
.......
If you’re using a Shader Material, you can pass it through a uniform like so : O
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Thanks a lot!
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yw! you can also get it from the view matrix ^^
edit: Edited the PG, forgot to take inverse earlier lol