forked from bartvdbraak/blender
Fix #20662: normal map rendering with negative factor didn't flip
the direction correctly.
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@ -2108,7 +2108,7 @@ void do_material_tex(ShadeInput *shi)
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texres.nor[0] = -texres.nor[0];
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texres.nor[1] = -texres.nor[1];
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}
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fact = Tnor*tex->norfac;
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fact = Tnor*fabs(tex->norfac);
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if (fact>1.f) fact = 1.f;
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facm = 1.f-fact;
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if(mtex->normapspace == MTEX_NSPACE_TANGENT) {
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