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Fix Bugs w/ Octahedral Compression Implementation
Initial octahedral compression incorrectly wrote tangent to the buffer using an offset of 3 rather than 4, losing the sign of the tangent vector needed for things like tangent space for texturing mapping GLES3 renderer used remove_custom_define rather than set_conditional to change back to the default conditional state the scene shader should be in
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@@ -2154,7 +2154,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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glBindVertexArray(0);
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state.scene_shader.remove_custom_define("#define ENABLE_OCTAHEDRAL_COMPRESSION\n");
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state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
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