Fix mistake in previous GLSL cleanup commit.
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@@ -898,6 +898,11 @@ void texco_norm(vec3 normal, out vec3 outnormal)
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outnormal = normalize(normal);
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}
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vec3 mtex_2d_mapping(vec3 vec)
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{
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return vec3(vec.xy * 0.5 + vec2(0.5), vec.z);
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}
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/** helper method to extract the upper left 3x3 matrix from a 4x4 matrix */
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mat3 to_mat3(mat4 m4)
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{
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@@ -1205,6 +1210,9 @@ void node_subsurface_scattering(
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#else
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result.sss_data.rgb *= color.rgb;
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#endif
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#else
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node_bsdf_diffuse(color, 0.0, N, result);
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#endif
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}
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void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
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