Tech ENABLE_LEGACY_OPENGL_REMOVAL - Fixed calculation of normal matrices sent to shaders
Fixed conflicts during rebase with master
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25 changed files with 767 additions and 731 deletions
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@ -22,7 +22,7 @@ uniform vec4 uniform_color;
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uniform bool volume_mirrored;
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uniform mat4 view_model_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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in vec3 clipping_planes_dots;
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in vec4 model_pos;
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@ -45,7 +45,7 @@ void main()
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triangle_normal = -triangle_normal;
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(normal_matrix * triangle_normal);
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vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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