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Account for inverted tangents on normal-mapped objects (bug #3733)
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@ -3,6 +3,7 @@
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Bug #2987: Editor: some chance and AI data fields can overflow
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Bug #3623: Fix HiDPI on Windows
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Bug #3733: Normal maps are inverted on mirrored UVs
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Bug #4329: Removed birthsign abilities are restored after reloading the save
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Bug #4383: Bow model obscures crosshair when arrow is drawn
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Bug #4411: Reloading a saved game while falling prevents damage in some cases
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@ -68,7 +68,7 @@ void main()
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vec3 normalizedNormal = normalize(passNormal);
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vec3 normalizedTangent = normalize(passTangent.xyz);
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vec3 binormal = cross(normalizedTangent, normalizedNormal);
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vec3 binormal = cross(normalizedTangent, normalizedNormal) * passTangent.w;
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mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
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vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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