icosphere

Defines the geometry of an approximate sphere, whose mesh is constructed as a tesselation of the regular icosahedron, where each original edge is divided into LOD segments. Use ICOSPHERE_PRIMITIVES vertex configuration with ICOSPHERE_VERTEX_COUNT(LOD) vertices.

Get the coordinate of vertex i

template <LOD>
vec3 icosphereCoord(int i);

Get the normal vector of vertex i

template <LOD>
vec3 icosphereNormal(int i);

The icosphereVertex function can be used directly as the vertex shader if no coordinate transformation is needed.

Example

vec4 vertexShader(out vec3 normal, int index) {
    vec3 coord = icosphereCoord<32>(index);
    normal = icosphereNormal<32>(index);
    coord = transformCoord(coord);
    normal = transformNormal(normal);
    return projectCoord(coord);
}

vec4 fragmentShader(in vec3 normal) {
    return computeLighting(normal);
}

model Icosphere :
    fragment_data(vec3),
    vertex(vertexShader, ICOSPHERE_PRIMITIVES, ICOSPHERE_VERTEX_COUNT(32)),
    fragment(fragmentShader);