This is exactly I want to achieve - recalculate vertices in vertex shader from source mesh and then apply some function (for example sin) to new ones. I don’t need frequency synchronization, only new positions.
This is an example of sin function which is calculated in world space, two planes with different scaling with WPO
Normals have no position themselves, only direction. In vertex shader we are controlling
calculation of WPO and normals. When we shift vertices and rotate normals, normals stay at old positions, and we could see it at mesh page.
Then I could only suppose that lighting calculations take old position of normals and apply it to new surface.
May be I don’t understand fundamentals or it is impossible to achieve what I want in current implementation of pipeline.
