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@@ -17,7 +17,7 @@ export default /* glsl */`
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// Per-Pixel Tangent Space Normal Mapping
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// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
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- vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 normalScale, in sampler2D normalMap ) {
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+ vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {
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// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988
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@@ -32,10 +32,6 @@ export default /* glsl */`
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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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- vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
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-
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- mapN.xy *= normalScale;
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-
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#ifdef DOUBLE_SIDED
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// Workaround for Adreno GPUs gl_FrontFacing bug. See #15850 and #10331
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