i output a phongGLSL and i am wondering how vec3 uRimDir is calculated. thanks.
It’s (sin(angle), cos(angle), 0.0f), based on the Rim Center parameter.
i output a phongGLSL and i am wondering how vec3 uRimDir is calculated. thanks.
It’s (sin(angle), cos(angle), 0.0f), based on the Rim Center parameter.