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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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This was the cause of some issue with normal mapping. This way is cleaner
since it does not modify the state of the drawcalls and other ad-hoc
solutions to fix the problems down the road. Unfortunately, it does require
to fix every sampling coordinate for this texture.
Fix T62215: flipped normals in reflection plane
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This required some small changes to the data display shaders so that they match the way the object mode renders them.
Strangely enough, I had to remove the normal attribute from the display code because it was being not bound as soon as I created another rendering call in object mode. The problem may be deeper but I did not have time for this so I derive the normal from the sphere pos.
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Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.
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This will enable creating shading models more easily.
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Maybe not very useful but it's here for feature parity with the other probes.
The fragment shader clipping is here because I'm lazy and don't want to creating a proper quad Batch.
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