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Rebuilding normals from position

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HI, I'm trying to reconstruct approximate normals in a pixel shader using only the inputs from the vertex shader...This is because the mesh I am rendering doesn't have proper normals, and it's too costly to recomputed them  any time I deform it in the application. Don't want to use a normal map because the mesh is too big (its a terrain).


I know you can render a depth texture out and reconstruct normal from that, but I wanted to try to do it all at once without rendering depth.. I don't know If this is possible.


I was thinking I could simply pass a few different positions from the VS and do something in the pixel shader.. but not sure what...


The basic result ought to be flat normals in view space or world space...

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