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cultureulterior
Jan 27, 2004
I'm trying to create the directions to the triangle edges out of ddx and ddy (In order to use in fragment normals). I have the barycentric coordinates of the the triangle, and intend to transform from them to a set of vectors and then from screen matrix to the tangent matrix.

Does this make sense?

Am I forgetting some other obvious way of doing this?

The purpose of this is to make a shader that give triangles normal bevelled edges

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