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@@ -16,6 +16,8 @@
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vec2 st1 = dFdy( vUv.st );
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float scale = sign( st1.t * st0.s - st0.t * st1.s ); // we do not care about the magnitude
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+ scale *= float( gl_FrontFacing ) * 2.0 - 1.0;
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+
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vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );
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vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );
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vec3 N = normalize( surf_norm );
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