I’m trying to write some simple vertex lighting in GL3 without using any deprecated functionality, but I’m a bit stuck.
According to the spec, gl_NormalMatrix is the transpose of the inverse of the top-left 3x3 elements of the modelview matrix. Well, that’s easy enough (I thought)…
In the shader I grabbed the top-left 3x3 matrix, and then realized there is no inverse() function in GLSL. Can someone point me in the right direction to build a normal matrix from the modelview matrix?
Thanks,
Luke.