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Don't flip NV PPL shader Y axis erroneously
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@ -56,8 +56,6 @@ void main()
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#if @normalMap
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vec4 normalTex = texture2D(normalMap, normalMapUV);
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// Must flip Y for DirectX format normal maps
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normalTex.y = 1.0 - normalTex.y;
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vec3 normalizedNormal = normalize(passNormal);
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vec3 normalizedTangent = normalize(passTangent.xyz);
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