Fix #115289: EEVEE-Next: Negative scale lights
There was code for ensuring correct handedness, but it wasn't working since vec.xyz() doesn't return by reference.
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@@ -238,7 +238,7 @@ float Light::point_radiance_get(const ::Light *la)
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void Light::debug_draw()
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{
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#ifndef NDEBUG
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drw_debug_sphere(_position, influence_radius_max, float4(0.8f, 0.3f, 0.0f, 1.0f));
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drw_debug_sphere(float3(_position), influence_radius_max, float4(0.8f, 0.3f, 0.0f, 1.0f));
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#endif
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}
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@@ -749,10 +749,10 @@ struct LightData {
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#define _clipmap_origin_y object_mat[3][3]
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/** Aliases for axes. */
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#ifndef USE_GPU_SHADER_CREATE_INFO
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# define _right object_mat[0].xyz()
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# define _up object_mat[1].xyz()
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# define _back object_mat[2].xyz()
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# define _position object_mat[3].xyz()
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# define _right object_mat[0]
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# define _up object_mat[1]
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# define _back object_mat[2]
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# define _position object_mat[3]
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#else
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# define _right object_mat[0].xyz
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# define _up object_mat[1].xyz
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