void node_displacement_object(float height, float midlevel, float scale, vec3 N, out vec3 result) { N = transform_direction(ModelMatrix, N); result = (height - midlevel) * scale * normalize(N); /* Apply object scale and orientation. */ result = transform_direction(ModelMatrix, result); } void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result) { result = (height - midlevel) * scale * normalize(N); }