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Re-added the built-in NormalMatrix uniform 3x3 matrix variable to shaders.
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@@ -716,6 +716,16 @@ void Shader::checkSetBuiltinUniforms()
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if (location >= 0)
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glUniformMatrix4fv(location, 1, GL_FALSE, curxform.getElements());
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// Also upload the re-calculated normal matrix, if possible. The
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// normal matrix is the transpose of the inverse of the rotation
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// portion (top-left 3x3) of the transform matrix.
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location = builtinUniforms[BUILTIN_NORMAL_MATRIX];
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if (location >= 0)
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{
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Matrix3 normalmatrix = Matrix3(curxform).transposedInverse();
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glUniformMatrix3fv(location, 1, GL_FALSE, normalmatrix.getElements());
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}
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tpmatrixneedsupdate = true;
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lastTransformMatrix = curxform;
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}
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@@ -885,6 +895,7 @@ StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry Shader::built
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{"TransformMatrix", Shader::BUILTIN_TRANSFORM_MATRIX},
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{"ProjectionMatrix", Shader::BUILTIN_PROJECTION_MATRIX},
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{"TransformProjectionMatrix", Shader::BUILTIN_TRANSFORM_PROJECTION_MATRIX},
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{"NormalMatrix", Shader::BUILTIN_NORMAL_MATRIX},
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{"love_PointSize", Shader::BUILTIN_POINT_SIZE},
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{"love_ScreenSize", Shader::BUILTIN_SCREEN_SIZE},
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};
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