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	Fix wrong normal shading for objects (apply transform)
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		| @@ -104,9 +104,9 @@ void main(void) | ||||
| #else | ||||
| 	// This is intentional comparison with zero without any margin. | ||||
| 	// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector | ||||
| 	vIDiff = length(inVertexNormal) == 0.0 | ||||
| 	vIDiff = length(vNormal) == 0.0 | ||||
| 		? 1.0 | ||||
| 		: directional_ambient(normalize(inVertexNormal)); | ||||
| 		: directional_ambient(normalize(vNormal)); | ||||
| #endif | ||||
|  | ||||
| 	vec4 color = inVertexColor; | ||||
|   | ||||
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