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REVIEWED: Shaders formating to follow raylib code conventions
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@ -26,7 +26,7 @@ const float normalOffset = 0.1;
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void main()
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{
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// Compute binormal from vertex normal and tangent
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vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
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vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz)*vertexTangent.w;
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// Compute fragment normal based on normal transformations
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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