Fix: EEVEE-Next: Tangent normal map node affected by object scale
Use the same approach as Legacy EEVEE and normalize the normal before interpolation. Fix #120455
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@@ -18,7 +18,7 @@ void main()
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init_interface();
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interp.P = drw_point_object_to_world(pos);
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interp.N = drw_normal_object_to_world(nor);
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interp.N = normalize(drw_normal_object_to_world(nor));
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#ifdef MAT_VELOCITY
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vec3 prv, nxt;
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velocity_local_pos_get(pos, gl_VertexID, prv, nxt);
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