Fixed normals direction
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@ -154,19 +154,29 @@ void BlocksRenderer::tetragonicFace(const vec3& coord, const vec3& p1,
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const vec3& Z,
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const UVRegion& texreg,
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bool lights) {
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glm::vec3 dir = glm::cross(p2 - p1, p3 - p1);
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glm::vec3 normal = glm::normalize(dir);
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glm::vec4 tint(1.0f);
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const vec3 fp1 = (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z;
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const vec3 fp2 = (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z;
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const vec3 fp3 = (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z;
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const vec3 fp4 = (p4.x - 0.5f) * X + (p4.y - 0.5f) * Y + (p4.z - 0.5f) * Z;
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vec3 dir = glm::cross(fp2 - fp1, fp3 - fp1);
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vec3 normal = glm::normalize(dir);
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vec4 tint(1.0f);
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if (lights) {
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float d = glm::dot(normal, SUN_VECTOR);
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d = 0.7f + d * 0.3f;
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tint *= d;
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tint *= pickLight(coord);
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// debug normal
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// tint.x = normal.x * 0.5f + 0.5f;
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// tint.y = normal.y * 0.5f + 0.5f;
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// tint.z = normal.z * 0.5f + 0.5f;
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}
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vertex(coord + (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z, texreg.u1, texreg.v1, tint);
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vertex(coord + (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z, texreg.u2, texreg.v1, tint);
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vertex(coord + (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z, texreg.u2, texreg.v2, tint);
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vertex(coord + (p4.x - 0.5f) * X + (p4.y - 0.5f) * Y + (p4.z - 0.5f) * Z, texreg.u1, texreg.v2, tint);
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vertex(coord + fp1, texreg.u1, texreg.v1, tint);
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vertex(coord + fp2, texreg.u2, texreg.v1, tint);
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vertex(coord + fp3, texreg.u2, texreg.v2, tint);
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vertex(coord + fp4, texreg.u1, texreg.v2, tint);
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index(0, 1, 3, 1, 2, 3);
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}
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