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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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@ -16,7 +16,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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in vec3 v_position;
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@ -29,7 +29,7 @@ out vec4 world_pos;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 normal = normalize(normal_matrix * v_normal);
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vec3 normal = normalize(view_normal_matrix * v_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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