Move light 2D rotation to vertex shader
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@ -82,6 +82,7 @@ layout(std140) uniform LightData { //ubo:1
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out vec4 light_uv_interp;
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out vec2 transformed_light_uv;
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out vec4 local_rot;
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@ -236,6 +237,13 @@ VERTEX_SHADER_CODE
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light_uv_interp.xy = (light_matrix * outvec).xy;
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light_uv_interp.zw =(light_local_matrix * outvec).xy;
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mat3 inverse_light_matrix = mat3(inverse(light_matrix));
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inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
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inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
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inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
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transformed_light_uv = (inverse_light_matrix * vec3(light_uv_interp.zw,0.0)).xy; //for normal mapping
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#ifdef USE_SHADOWS
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pos=outvec.xy;
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#endif
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@ -304,6 +312,7 @@ layout(std140) uniform LightData {
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uniform lowp sampler2D light_texture; // texunit:-1
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in vec4 light_uv_interp;
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in vec2 transformed_light_uv;
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in vec4 local_rot;
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@ -520,11 +529,7 @@ FRAGMENT_SHADER_CODE
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#ifdef USE_LIGHTING
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mat3 inverse_light_matrix = mat3(inverse(light_matrix));
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inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
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inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
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inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
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vec2 light_vec = (inverse_light_matrix * vec3(light_uv_interp.zw,0.0)).xy; //for normal mapping
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vec2 light_vec = transformed_light_uv;
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if (normal_used) {
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normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
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