Fix T64574 : Weird shadow mesh glitches in viewport
This is not the most clean but this is what is needed to make point_object_to_ndc equivalent to point_object_to_world + point_world_to_ndc
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@@ -39,8 +39,8 @@ uniform mat4 ModelMatrixInverse;
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#define normal_world_to_object(n) (transpose(mat3(ModelMatrix)) * n)
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#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
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#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4(ModelMatrix * vec4(p, 1.0)).xyz, 1.0))
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#define point_object_to_view(p) ((ViewMatrix * vec4(ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)
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#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0))
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#define point_object_to_view(p) ((ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)
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#define point_object_to_world(p) ((ModelMatrix * vec4(p, 1.0)).xyz)
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#define point_view_to_ndc(p) (ProjectionMatrix * vec4(p, 1.0))
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#define point_view_to_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz)
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