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@@ -22,6 +22,8 @@ uniform vec4 uniform_color;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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+uniform bool volume_mirrored;
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+
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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@@ -34,6 +36,9 @@ void main()
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triangle_normal = -triangle_normal;
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#endif
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+ if (volume_mirrored)
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+ triangle_normal = -triangle_normal;
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+
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(gl_NormalMatrix * triangle_normal);
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