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@@ -34,10 +34,10 @@ export default /* glsl */`
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vec3 T = q1perp * st0.x + q0perp * st1.x;
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vec3 B = q1perp * st0.y + q0perp * st1.y;
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- float det = max( dot(T,T), dot(B,B) );
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- float scale = (det == 0.0) ? 0.0 : faceDirection * inversesqrt( det );
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+ float det = max( dot( T, T ), dot( B, B ) );
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+ float scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );
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- return normalize( T * (mapN.x * scale) + B * ( mapN.y * scale ) + N * mapN.z );
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+ return normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );
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}
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