Fix: EEVEE-Next: Shadow broken for transmission BSDFs
Was not inverting the normal for `shadow_ray_above_horizon_ensure`.
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@@ -547,6 +547,7 @@ ShadowEvalResult shadow_eval(LightData light,
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vec3 lP = is_directional ? light_world_to_local(light, P) :
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light_world_to_local(light, P - light._position);
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vec3 lNg = light_world_to_local(light, Ng);
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lNg = is_transmission ? -Ng : Ng;
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float surface_hit = 0.0;
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for (int ray_index = 0; ray_index < ray_count && ray_index < SHADOW_MAX_RAY; ray_index++) {
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