Cubemaps working
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@@ -26,9 +26,9 @@ void main()
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mat4 TIM = transpose(inverse(M));
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(TIM) * Normal;
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Output.Tangent = vec3(TIM) * Tangent;
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Output.BiTangent = vec3(TIM) * BiTangent;
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Output.Normal = vec3(TIM * vec4(Normal, 0.0));
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Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
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Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
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Output.ExplosionColor = vec4(1.0);
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Output.ExplosionPercentageElapsed = 0.0;
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}
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