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Clamp normal when calculating 2D lighting to avoid artifacts
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@ -589,7 +589,7 @@ void main() {
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if (bool(read_draw_data_flags & FLAGS_FLIP_V)) {
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normal.y = -normal.y;
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}
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normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
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normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
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normal_used = true;
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} else {
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normal = vec3(0.0, 0.0, 1.0);
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@ -508,7 +508,7 @@ void main() {
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if (bool(draw_data.flags & FLAGS_FLIP_V)) {
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normal.y = -normal.y;
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}
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normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
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normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
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normal_used = true;
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} else {
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normal = vec3(0.0, 0.0, 1.0);
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