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@@ -1,12 +1,12 @@
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// Normal inset Bias.
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#if SM_NORMALBIAS == 1
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- mat3 normalWorldSM = mat3(finalWorld);
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+ mat3 normWorldSM = mat3(finalWorld);
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#ifdef NONUNIFORMSCALING
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- normalWorldSM = transposeMat3(inverseMat3(normalWorldSM));
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+ normWorldSM = transposeMat3(inverseMat3(normWorldSM));
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#endif
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- vec3 worldNorSM = normalize(normalWorldSM * normal);
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+ vec3 worldNorSM = normalize(normWorldSM * normal);
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#if SM_DIRECTIONINLIGHTDATA == 1
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vec3 worldLightDirSM = normalize(-lightDataSM.xyz);
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