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- normalize the normal vector in the vertex shader because our vertex attribute uses a low precision format (10 bits)
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1 changed files with 1 additions and 1 deletions
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@ -62,7 +62,7 @@ void main()
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gl_ClipDistance[4] = worldcoord.y + ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
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gl_ClipDistance[4] = worldcoord.y + ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
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}
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}
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vWorldNormal = NormalModelMatrix * aNormal;
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vWorldNormal = NormalModelMatrix * normalize(aNormal);
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vEyeNormal = NormalViewMatrix * vWorldNormal;
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vEyeNormal = NormalViewMatrix * vWorldNormal;
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#endif
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#endif
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