use normal specified by the user for lighting in world coordinates
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@@ -12,5 +12,5 @@ void main(void)
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{
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gl_Position = projection * modelview * vec4(pos, 1);
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pos_i = vec3(gl_Position.x, gl_Position.y, gl_Position.z);
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normal_i = vec3(modelview * vec4(normal, 0.0));
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normal_i = normal;
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}
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