@@ -122,7 +122,7 @@ void main(void)
122122 MakeSkyVec(s_array[vertidx], t_array[vertidx], quadidx, GetCameraZFar(0 ), vertex, normal, texcoord);
123123
124124 vec4 normal4 = vec4 (normal.xyz, 0.0 );
125- v_normal = normalize (( normal4) .xyz) ;
125+ v_normal = normal4.xyz;
126126
127127 #if defined(REVERT_NORMAL_ENABLED)
128128 v_normal = v_normal * - 1.0 ;
@@ -139,7 +139,7 @@ void main(void)
139139#else
140140
141141 vec4 normal4 = vec4 (in_normal.xyz, 0.0 );
142- v_normal = normalize (( EntityUBO.r_entityMatrix * normal4).xyz) ;
142+ v_normal = ( EntityUBO.r_entityMatrix * normal4).xyz;
143143
144144 #if defined(REVERT_NORMAL_ENABLED)
145145 v_normal = v_normal * - 1.0 ;
@@ -149,7 +149,7 @@ void main(void)
149149
150150#if 1 // Use smooth normal for vertex scaling
151151 vec4 smoothnormal4 = vec4 (in_smoothnormal.xyz, 0.0 );
152- vec3 smoothnormal3 = normalize (( EntityUBO.r_entityMatrix * smoothnormal4).xyz) ;
152+ vec3 smoothnormal3 = ( EntityUBO.r_entityMatrix * smoothnormal4).xyz;
153153
154154 worldpos4.xyz += smoothnormal3.xyz * EntityUBO.r_scale;
155155#endif
@@ -180,15 +180,15 @@ void main(void)
180180 tangent4 = tangent4 * - 1.0 ;
181181 #endif
182182
183- v_tangent = normalize (( EntityUBO.r_entityMatrix * tangent4).xyz) ;
183+ v_tangent = ( EntityUBO.r_entityMatrix * tangent4).xyz;
184184
185185 vec4 bitangent4 = vec4 (in_bitangent, 0.0 );
186186
187187 #if defined(REVERT_NORMAL_ENABLED)
188188 bitangent4 = bitangent4 * - 1.0 ;
189189 #endif
190190
191- v_bitangent = normalize (( EntityUBO.r_entityMatrix * bitangent4).xyz) ;
191+ v_bitangent = ( EntityUBO.r_entityMatrix * bitangent4).xyz;
192192
193193#endif
194194
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