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@ -238,9 +238,9 @@ void lovrShaderBind(Shader* shader, mat4 model, mat4 view, mat4 projection, Colo
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mat4_multiply(mat4_set(matrix, view), model);
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if (uniformId > -1) {
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lovrShaderSendFloatMat4(shader, uniformId, matrix);
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}
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if (uniformId > -1) {
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lovrShaderSendFloatMat4(shader, uniformId, matrix);
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}
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if (mat4_invert(matrix)) {
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mat4_transpose(matrix);
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@ -255,9 +255,9 @@ void lovrShaderBind(Shader* shader, mat4 model, mat4 view, mat4 projection, Colo
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};
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uniformId = lovrShaderGetUniformId(shader, "lovrNormalMatrix");
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if (uniformId > -1) {
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lovrShaderSendFloatMat3(shader, uniformId, normalMatrix);
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}
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if (uniformId > -1) {
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lovrShaderSendFloatMat3(shader, uniformId, normalMatrix);
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}
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}
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if (dirtyProjection) {
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