sunag
sunag
Maybe a temporary solution can add an attribute `vec3 globalPosition` after `skinning_vertex`? ```js ... #include transformed += globalPosition; ... ``` I haven't tested it, but in my mint it should...
> Is that output correct? Yees! hehe :grin: I put a `normalWorld` in `colorNode`... do you think I should remove it? https://github.com/mrdoob/three.js/blob/f24997e1830107f8a154683c12be44dc9ec30cef/examples/webgl_nodes_loader_gltf_transmission.html#L87-L89
> Yeah, it looks like it's broken otherwise 😅 Ok, done!!
Updated :)
> The issue I'm currently trying to solve with node materials is being able to dynamically assign which uv gets used for each texture so that i can properly support...
The translation looks good to me!
The idea is really interesting, maybe `NodalFunctionNode` can be a `ShaderFunctionNode`, or `ShaderNode` with some extra arguments... I think that users doesn't need to declare the temp context for all....
I will think about how to merge it in the next days... Thanks for now, it is a great PR.
I also have doubts with this about the performance... As far as I know the GPU bakes/inlining all functions, current all `ShaderNode` is inline, maybe the inline approach would be...