Fix calculating I vector (Fixes shading on hands in Odyssey costum viewer)
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@ -183,7 +183,7 @@ void main()
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// Calculate shading vectors.
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vec3 I = vec3(0,0,-1) * mat3(mtxMdl * mtxCam);
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vec3 I = vec3(0,0,-1) * mat3(mtxCam);
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int NormalMapUVIndex = 0;
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@ -286,7 +286,7 @@ void main()
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}
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// Calculate shading vectors.
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vec3 I = vec3(0,0,-1) * mat3(mtxMdl * mtxCam);
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vec3 I = vec3(0,0,-1) * mat3(mtxCam);
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vec3 N = normal;
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if (HasNormalMap == 1 && useNormalMap == 1)
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N = CalcBumpedNormal(normal, NormalMap, vert, 0);
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