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Merged with master branch, date of master branch 4/9/2019
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@@ -361,7 +361,7 @@ void RenderableSphere::render(const RenderData& data, RendererTasks&) {
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glm::mat4(data.camera.combinedViewMatrix() * modelTransform);
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_shader->setUniform(_uniformCache.modelViewProjection, modelViewProjection);
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glm::mat4 modelViewRotation = glm::mat3(
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glm::mat3 modelViewRotation = glm::mat3(
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glm::dmat3(data.camera.viewRotationMatrix()) * modelRotation
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);
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_shader->setUniform(_uniformCache.modelViewRotation, modelViewRotation);
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