Fixes #1304 - Don't use mat3() constructor to keep compatibility with GLSL110
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@ -143,7 +143,11 @@ float renderProbe(vec3 viewDir, vec3 worldPos, vec3 normal, vec3 norm, float Rou
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if(lightProbeData[0][3] != 0.0){
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if(lightProbeData[0][3] != 0.0){
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// oriented box probe
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// oriented box probe
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mat3 wToLocalRot = mat3(lightProbeData);
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mat3 wToLocalRot;
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wToLocalRot[0].xyz = lightProbeData[0].xyz;
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wToLocalRot[1].xyz = lightProbeData[1].xyz;
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wToLocalRot[2].xyz = lightProbeData[2].xyz;
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wToLocalRot = inverse(wToLocalRot);
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wToLocalRot = inverse(wToLocalRot);
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vec3 scale = vec3(lightProbeData[0][3], lightProbeData[1][3], lightProbeData[2][3]);
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vec3 scale = vec3(lightProbeData[0][3], lightProbeData[1][3], lightProbeData[2][3]);
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#if NB_PROBES >= 2
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#if NB_PROBES >= 2
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