HeightmapTessellator Normals

Hi,

I was wondering if there was a specific reason for not computing surface normals for vertex lighting in the HeightmapTessellator at runtime. Is it because of performance reasons?

I have successfully implemented vertex lighting using a heightmap and I was thinking of contributing those changes back into Cesium. I just wanted to see if there were any reasons as to why it hadn’t been implemented and if this is something that should be left out.

Thanks!

vertex lighting

Why not fragment lighting?

The lighting is implemented in the fragment shader, but it’s referred to as “VERTEX_LIGHTING” in the source code.

GlobeFS.glsl