I'm trying to implement a moving light source in webGL.
I understand that the normalMatrix is the key to managing the lighting equation in the fragment shader but am not winning the battle to set it up correctly. The only tutorial I can find is the excellent "Introduction to Computer Graphics" and he says:
It turns out that you need to drop the fourth row and the fourth column and then take something called the "inverse transpose" of the resulting 3-by-3 matrix. You don't need to know what that means or why it works.
I think I do need to understand this to really master this baby.
So I'm looking for guidance on how and why to use mat3.normalFromMat4.
(PS. I have achieved the moving light source using 3Js, but its handling of texture maps degrades the images to too great an extent for my application. In webGL I can achieve the desired resolution.)