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    The coordinates in WebGL are restricted to (1, 1, 1) and (-1, -1, - 1). It means − if you consider the screen projecting WebGL graphics as a cube, then one corner of the cube will be (1, 1, 1) and the opposite corner will be (-1, -1, -1). WebGL won’t display anything that is drawn beyond these boundaries.

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    May 15, 2016 · To do this, I’d pick the normals of a regular tetrahedron instead of the six principal directions for reference, and compute 4 dot products in the vertex shader (the 4 reference normals could be packed in a 4×3 matrix N) to determine the contribution of each term: weights = N * n o = (dot(n o, n 1), dot(n o, n 2), dot(n o, n 3), dot(n o, n 4))

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