Correct for non uniform scale in lighting
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@@ -53,6 +53,10 @@ void Shader::UpdateProjection(Matrix projection) {
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glUniformMatrix4fv(glGetUniformLocation(id, "PROJECTION"), 1, GL_FALSE, glm::value_ptr(projection));
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}
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void Shader::UpdateNormal(glm::mat3 normal) {
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glUniformMatrix3fv(glGetUniformLocation(id, "NORMAL"), 1, GL_FALSE, glm::value_ptr(normal));
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}
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void Shader::UpdateMaterial(Material material) {
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glUniform1i(glGetUniformLocation(id, "material.usesTex"), (int) material.usesTex);
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if (material.usesTex) {
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@@ -16,6 +16,7 @@ public:
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void UpdateView(Matrix view);
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void UpdateModel(Matrix model);
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void UpdateProjection(Matrix projection);
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void UpdateNormal(glm::mat3 normal);
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void UpdateMaterial(Material material);
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