WebGLRenderer Shaders: introduce transformNormalByInverseViewMatrix()#33351
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WestLangley wants to merge 2 commits intomrdoob:devfrom
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WebGLRenderer Shaders: introduce transformNormalByInverseViewMatrix()#33351WestLangley wants to merge 2 commits intomrdoob:devfrom
transformNormalByInverseViewMatrix()#33351WestLangley wants to merge 2 commits intomrdoob:devfrom
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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WestLangley
commented
Apr 7, 2026
| reflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) ); | ||
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| reflectVec = inverseTransformDirection( reflectVec, viewMatrix ); | ||
| reflectVec = transformNormalByInverseViewMatrix( reflectVec, viewMatrix ); |
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Hmm... reflectVec. What to make of applying this method to this particular vector?
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Maybe we add transformDirectionByInverseViewMatrix() for clarity? The code would be the same. It would be a small duplication of code, but more clear.
transformNormalByInverseViewMatrix()
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This PR removes
inverseTransformDirection()and introduces two new functions:transformNormalByInverseViewMatrix()andtransformDirectionByInverseViewMatrix().inverseTransformDirection()was used to transform both normals and direction vectors, leading to confusion.