Fix incorrect GLSL bump mapping in editmode when the UV coordinates are
flipped, was not passing sign on to GLSL shader.
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@@ -778,7 +778,7 @@ static void emdm_pass_attrib_vertex_glsl(DMVertexAttribs *attribs, BMLoop *loop,
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}
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if (attribs->tottang) {
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const float *tang = attribs->tang.array[i * 4 + index_in_face];
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glVertexAttrib3fvARB(attribs->tang.gl_index, tang);
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glVertexAttrib4fvARB(attribs->tang.gl_index, tang);
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}
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}
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