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- swapped order of matrix application.
Model rotation must come before view rotation, this just never showed up because EDuke32 doesn't have both non-identity at the same time.
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1 changed files with 2 additions and 4 deletions
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@ -19,13 +19,11 @@ in vec4 i_texCoord;
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in vec4 i_color;
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const float c_zero = 0.0;
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const float c_one = 1.0;
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void main()
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{
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vec4 vertex = u_rotMatrix * i_vertPos;
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vec4 eyeCoordPosition = u_modelMatrix * vertex;
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vec4 vertex = u_modelMatrix * i_vertPos;
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vec4 eyeCoordPosition = u_rotMatrix * vertex;
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v_eyeCoordPosition = eyeCoordPosition;
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gl_Position = u_projectionMatrix * eyeCoordPosition;
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