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@@ -84,7 +84,7 @@ uniform highp mat4 world_transform;
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uniform highp float time;
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-uniform float normal_mult;
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+
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#ifdef RENDER_DEPTH
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uniform float light_bias;
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@@ -330,11 +330,10 @@ void main() {
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#endif
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- vec3 normal = normal_attrib * normal_mult;
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+ vec3 normal = normal_attrib;
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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vec3 tangent = tangent_attrib.xyz;
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- tangent *= normal_mult;
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float binormalf = tangent_attrib.a;
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vec3 binormal = normalize(cross(normal, tangent) * binormalf);
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#endif
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