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softgpu: Multiply prev normal by world matrix.
Even when it's not in the vertex data, we still must multiply by the world matrix. Fixes some lighting issues in Nayuta no Kiseki.
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@ -411,11 +411,9 @@ ClipVertexData TransformUnit::ReadVertex(VertexReader &vreader, const TransformS
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vertex.v.clipw = vertex.clippos.w;
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Vec3<float> worldnormal;
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if (vreader.hasNormal()) {
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if (state.enableLighting || state.uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP) {
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worldnormal = TransformUnit::ModelToWorldNormal(normal);
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worldnormal.NormalizeOr001();
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} else {
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worldnormal = Vec3<float>(0.0f, 0.0f, 1.0f);
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}
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// Time to generate some texture coords. Lighting will handle shade mapping.
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