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@@ -834,7 +834,7 @@ class MappingNodeConverter(NodeConverterBase):
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# However, starting from Blender2.81, all these inputs are sockets
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# (which means they can be variables), so the computation has to be
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# done at shader runtime.
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- if bpy.app.version <= (2, 80, 0):
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+ if bpy.app.version < (2, 81, 0):
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loc_mat = mathutils.Matrix.Translation(self.bl_node.translation)
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rot_mat = self.bl_node.rotation.to_matrix().to_4x4()
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sca_mat = mathutils.Matrix((
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@@ -851,9 +851,10 @@ class MappingNodeConverter(NodeConverterBase):
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transform_mat = loc_mat @ rot_mat @ sca_mat
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elif self.bl_node.vector_type == "NORMAL":
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# inverse transpose
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- transform_mat = (rot_mat @ sca_mat).inverted_safe().T
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+ transform_mat = (
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+ rot_mat @ sca_mat).inverted_safe().transposed()
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else: # "VECTOR"
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- # no translatio
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+ # no translation
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transform_mat = rot_mat @ sca_mat
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transform_mat = blender_value_to_string(transform_mat)
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