OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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@@ -206,7 +206,7 @@ void main()
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#if defined(USE_LIGHT_VECTOR)
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vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
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#elif defined(USE_LIGHT)
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vec3 L = attr_LightDirection;
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vec3 L = attr_LightDirection * 2.0 - vec3(1.0);
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#if defined(USE_MODELMATRIX)
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L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
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#endif
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