defaultnormal_vertex.glsl 394 B

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  1. vec3 objectNormal;
  2. #ifdef USE_SKINNING
  3. objectNormal = skinnedNormal.xyz;
  4. #endif
  5. #if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )
  6. objectNormal = morphedNormal;
  7. #endif
  8. #if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )
  9. objectNormal = normal;
  10. #endif
  11. #ifdef FLIP_SIDED
  12. objectNormal = -objectNormal;
  13. #endif
  14. vec3 transformedNormal = normalMatrix * objectNormal;
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