fixed incorrect matrix multiplication in instancing shader
@@ -95,7 +95,7 @@ void main()
}
mat4 viewProj = viewProjectionMatrix;
viewProj[3].z -= depthOffset;
- gl_Position = (worldMatrix * viewProj) * localPosition;
+ gl_Position = (viewProj * worldMatrix) * localPosition;
normal = normalize(mat3(worldMatrix) * localNormal);
tangent = normalize(mat3(worldMatrix) * localTangent);
binormal = normalize(vertexTangent.w * cross(tangent, normal));
