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webgl/lessons/webgl-3d-lighting-directional.md

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@@ -415,7 +415,7 @@ the `u_world` matrix to re-orient the normals.
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What happens if we scale the world matrix?
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It turns out we get the wrong normals.
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{{{diagram url="resources/normals-scaled.html" caption="click to toggle normals" }}}
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{{{diagram url="resources/normals-scaled.html" caption="click to toggle normals" width="600" }}}
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I've never bothered to understand
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the solution but it turns out you can get the inverse of the world matrix,
@@ -428,7 +428,7 @@ is scaled and the normals are being multiplied by the world matrix. You
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can see something is wrong. The <span style="color: #00F;">blue</span>
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sphere on the right is using the world inverse transpose matrix.
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Click the diagram to cycle through different representation. You should
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Click the diagram to cycle through different representations. You should
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notice when the scale is extreme it's very easy to see the normals
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on the left (world) are **not** staying perpendicular to the surface of the sphere
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where as the ones on the right (worldInverseTranspose) are staying perpendicular

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