- " //vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position));",
- " vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); // in this demo, the view matrix is always an identity matrix",
+ " /* vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position)); */",
+ " vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); /* in this demo, the view matrix is always an identity matrix */",