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@@ -2347,6 +2347,7 @@ make_binding_glsl(const InternalName *name, const ShaderType *type) {
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}
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else if (matrix_name == "NormalMatrix") {
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// This is really the upper 3x3 of the ModelViewMatrixInverseTranspose.
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+ transpose = !transpose;
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part[0] = inverse ? Shader::SM_model_to_apiview
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: Shader::SM_apiview_to_model;
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