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Avoid flipping normal based on facing direction when calculation SDF. This shader runs for multiple directions, so the flip direction won't be accurate and just creates bad normals
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@@ -2603,7 +2603,7 @@ void fragment_shader(in SceneData scene_data) {
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vec3(0, -1, 0),
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vec3(0, -1, 0),
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vec3(0, 0, -1));
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vec3(0, 0, -1));
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vec3 cam_normal = mat3(scene_data.inv_view_matrix) * geo_normal;
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vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normalize(normal_interp);
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float closest_dist = -1e20;
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float closest_dist = -1e20;
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