Fix cubemap shader;
@@ -17,6 +17,6 @@ vec4 lovrmain() {
vec2 uv = uvs[VertexIndex % 6];
vec3 ray = vec3(uv, -1.);
mat3 inverseViewOrientation = transpose(mat3(ViewFromLocal));
- Normal = normalize(inverseViewOrientation * (InverseProjection * vec4(ray, 1.)).xyz);
+ Normal = inverseViewOrientation * (InverseProjection * vec4(ray, 1.)).xyz;
return vec4(uv, 0, 1);
}
