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WebGLRenderer: Use WebGL 2.0 native transpose().
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2 files changed

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-13
lines changed

2 files changed

+1
-13
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src/renderers/shaders/ShaderChunk/common.glsl.js

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@@ -73,18 +73,6 @@ vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {
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}
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mat3 transposeMat3( const in mat3 m ) {
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mat3 tmp;
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tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );
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tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );
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tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );
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return tmp;
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}
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bool isPerspectiveMatrix( mat4 m ) {
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return m[ 2 ][ 3 ] == - 1.0;

src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js

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@@ -262,7 +262,7 @@ vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in m
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T2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system
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// compute transform
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mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
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mat3 mat = mInv * transpose( mat3( T1, T2, N ) );
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// transform rect
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vec3 coords[ 4 ];

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