fixed incorrect mesh normals in shaders
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879aac9db4
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75ba0a7957
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@ -102,7 +102,7 @@ vec3 oct_to_vec3(vec2 e) {
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vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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float t = max(-v.z, 0.0);
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v.xy += t * -sign(v.xy);
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return v;
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return normalize(v);
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}
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#ifdef USE_INSTANCING
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@ -62,7 +62,7 @@ vec3 oct_to_vec3(vec2 e) {
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vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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float t = max(-v.z, 0.0);
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v.xy += t * -sign(v.xy);
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return v;
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return normalize(v);
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}
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/* Varyings */
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@ -63,7 +63,7 @@ vec3 oct_to_vec3(vec2 e) {
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vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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float t = max(-v.z, 0.0);
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v.xy += t * -sign(v.xy);
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return v;
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return normalize(v);
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}
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/* Varyings */
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@ -63,7 +63,7 @@ vec3 oct_to_vec3(vec2 oct) {
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vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
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float t = max(-v.z, 0.0);
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v.xy += t * -sign(v.xy);
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return v;
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return normalize(v);
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}
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vec3 decode_uint_oct_to_norm(uint base) {
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