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@@ -91,9 +91,9 @@ void main(void)
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vec3 worldBinormal = normalize(xbin * normalizedNormal.x + ybin * normalizedNormal.y + zbin * normalizedNormal.z);
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vec3 worldTangent = normalize(xtan * normalizedNormal.x + ytan * normalizedNormal.y + ztan * normalizedNormal.z);
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- worldTangent = (world * vec4(worldTangent, 1.0)).xyz;
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- worldBinormal = (world * vec4(worldBinormal, 1.0)).xyz;
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- vec3 worldNormal = (world * vec4(normalize(normal), 1.0)).xyz;
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+ worldTangent = (world * vec4(worldTangent, 0.0)).xyz;
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+ worldBinormal = (world * vec4(worldBinormal, 0.0)).xyz;
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+ vec3 worldNormal = (world * vec4(normalize(normal), 0.0)).xyz;
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tangentSpace[0] = worldTangent;
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tangentSpace[1] = worldBinormal;
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