TIL what the fourth value in a vec4 is used for when you have an x, y, and z for the other three. 0 is for a vector and 1 is for a point.
Replying to @RedQueenCoder
Pretty good explanation of all that homogeneous and projective nonsense here: http://www.tomdalling.com/blog/modern-opengl/explaining-homogenous-coordinates-and-projective-geometry/ …
9:17 AM - 3 Jan 2017
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