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Tech ENABLE_LEGACY_OPENGL_REMOVAL - Fixed calculation of normal matrices sent to shaders
(cherry picked from commit prusa3d/PrusaSlicer@c468dcbed7)
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29 changed files with 175 additions and 152 deletions
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@ -26,7 +26,7 @@ uniform vec4 uniform_color;
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uniform bool volume_mirrored;
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uniform mat4 view_model_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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@ -70,7 +70,7 @@ void main()
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}
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}
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(normal_matrix * triangle_normal);
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vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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