I'm trying to calculate per-face normals in geometry shader, using the following pipeline
//VERTEX_SHADER
#version 330
layout(location = 0) in vec4 vertex;
out vec3 vert;
uniform mat4 projMatrix;
uniform mat4 mvMatrix;
void main()
{
vert = vertex.xyz;
gl_Position = projMatrix * mvMatrix * vertex;
}
//GEOMETRY_SHADER
#version 330
layout ( triangles ) in;
layout ( triangle_strip, max_vertices = 3 ) out;
out vec3 normal_out;
uniform mat3 normalMatrix;
void main()
{
vec3 A = gl_in[2].gl_Position.xyz - gl_in[0].gl_Position.xyz;
vec3 B = gl_in[1].gl_Position.xyz - gl_in[0].gl_Position.xyz;
normal_out = normalMatrix * normalize(cross(A,B));
gl_Position = gl_in[0].gl_Position;
EmitVertex();
gl_Position = gl_in[1].gl_Position;
EmitVertex();
gl_Position = gl_in[2].gl_Position;
EmitVertex();
EndPrimitive();
}
//FRAG_SHADER
#version 330
in vec3 normal_out;
in vec3 vert;
out vec4 fColor;
uniform vec3 lightPos;
void main()
{
highp vec3 L = normalize(lightPos - vert);
highp float NL = max(dot(normal_out, L), 0.0);
highp vec3 color = vec3(1, 1, 0.0);
fColor = vec4(color*NL, 1.0);
}
However, I end up with very weird looking faces that keeps flickering(I included a snapshot below). It occurred to me that it might be because I'm using 8 vertices to represent 1 cell(cube) instead of 24 vertices, But I'm not quite sure if that is what is causing the problem.