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Add model_normal_matrix for fragment shader
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@ -583,6 +583,8 @@ void main() {
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#define SHADER_IS_SRGB true
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#define FLAGS_NON_UNIFORM_SCALE (1 << 4)
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/* Varyings */
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#if defined(COLOR_USED)
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@ -955,6 +957,7 @@ ivec2 multiview_uv(ivec2 uv) {
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uniform highp mat4 world_transform;
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uniform mediump float opaque_prepass_threshold;
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uniform highp uint model_flags;
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#if defined(RENDER_MATERIAL)
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layout(location = 0) out vec4 albedo_output_buffer;
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@ -1521,6 +1524,13 @@ void main() {
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vec3 light_vertex = vertex;
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#endif //LIGHT_VERTEX_USED
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highp mat3 model_normal_matrix;
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if (bool(model_flags & uint(FLAGS_NON_UNIFORM_SCALE))) {
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model_normal_matrix = transpose(inverse(mat3(model_matrix)));
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} else {
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model_normal_matrix = mat3(model_matrix);
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}
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{
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#CODE : FRAGMENT
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}
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@ -1030,6 +1030,13 @@ void fragment_shader(in SceneData scene_data) {
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vec3 light_vertex = vertex;
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#endif //LIGHT_VERTEX_USED
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mat3 model_normal_matrix;
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if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
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model_normal_matrix = transpose(inverse(mat3(read_model_matrix)));
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} else {
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model_normal_matrix = mat3(read_model_matrix);
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}
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mat4 read_view_matrix = scene_data.view_matrix;
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vec2 read_viewport_size = scene_data.viewport_size;
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{
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@ -839,6 +839,13 @@ void main() {
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vec3 light_vertex = vertex;
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#endif //LIGHT_VERTEX_USED
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mat3 model_normal_matrix;
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if (bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
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model_normal_matrix = transpose(inverse(mat3(read_model_matrix)));
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} else {
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model_normal_matrix = mat3(read_model_matrix);
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}
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mat4 read_view_matrix = scene_data.view_matrix;
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vec2 read_viewport_size = scene_data.viewport_size;
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