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I learned that we need to use normal vector in view space to compute the illumination whereas you computed it in clip space. I think passing (Projection*ModelView).inverse_transpose
may be wrong. Instead we should pass ModelView.inverse_transpose
to compute the transformed normal vector?
My opinion:
Shader shader(ModelView, (Projection*ModelView).invert_transpose(), M*(Viewport*Projection*ModelView).invert());
to
Shader shader(ModelView, (ModelView).invert_transpose(), M*(Viewport*Projection*ModelView).invert());
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