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Removed unnecesary normal multiplication (only culling was really needed), fixes #17776
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4 changed files with 3 additions and 9 deletions
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@ -42,8 +42,6 @@ layout(location = 4) in vec2 uv_attrib;
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layout(location = 5) in vec2 uv2_attrib;
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#endif
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uniform float normal_mult;
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#ifdef USE_SKELETON
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layout(location = 6) in uvec4 bone_indices; // attrib:6
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layout(location = 7) in vec4 bone_weights; // attrib:7
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@ -280,11 +278,10 @@ void main() {
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}
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#endif
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vec3 normal = normal_attrib * normal_mult;
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vec3 normal = normal_attrib;
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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vec3 tangent = tangent_attrib.xyz;
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tangent *= normal_mult;
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float binormalf = tangent_attrib.a;
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#endif
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