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Remove forced normalization of normal vectors in rlNormal3f, assume the user has set the correct input for the shader. (#5703)
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@ -1613,7 +1613,9 @@ void rlNormal3f(float x, float y, float z)
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normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
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normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
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normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
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normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
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}
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}
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float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
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/* Normalize the vector if required. Default behavior assumes the normal vector is in the correct space for what the shader expects.
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float length = sqrtf(normalx * normalx + normaly * normaly + normalz * normalz);
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if (length != 0.0f)
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if (length != 0.0f)
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{
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{
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float ilength = 1.0f/length;
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float ilength = 1.0f/length;
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@ -1621,6 +1623,7 @@ void rlNormal3f(float x, float y, float z)
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normaly *= ilength;
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normaly *= ilength;
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normalz *= ilength;
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normalz *= ilength;
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}
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}
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*/
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RLGL.State.normalx = normalx;
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RLGL.State.normalx = normalx;
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RLGL.State.normaly = normaly;
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RLGL.State.normaly = normaly;
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RLGL.State.normalz = normalz;
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RLGL.State.normalz = normalz;
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