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@@ -520,7 +520,11 @@ FRAGMENT_SHADER_CODE
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#ifdef USE_LIGHTING
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#ifdef USE_LIGHTING
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- vec2 light_vec = (inverse(light_matrix)*vec4(normalize(light_uv_interp.zw),0.0,0.0)).xy; //for normal mapping
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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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if (normal_used) {
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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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normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
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