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-rw-r--r--assets/final/shaders/renderer_3d.wgsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
index 4733f6f..2f4f79c 100644
--- a/assets/final/shaders/renderer_3d.wgsl
+++ b/assets/final/shaders/renderer_3d.wgsl
@@ -181,8 +181,9 @@ fn fs_main(in: VertexOutput) -> FragmentOutput {
let d_z2 = get_dist(q_z2, obj.params) - disp_strength * h_z2;
let n_local = normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2));
+ // Note: mat3x3 constructor takes columns, so passing rows gives us transpose
let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
- normal = normalize(transpose(normal_matrix) * n_local);
+ normal = normalize(normal_matrix * n_local);
// Apply texture to SDF color
if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE