Fix wrong sculpt flat shaded normals after recent optimizations
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@@ -250,7 +250,6 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
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/* calculate normal for each polygon only once */
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uint mpoly_prev = UINT_MAX;
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short no[3];
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int vbo_index = 0;
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for (uint i = 0; i < buffers->face_indices_len; i++) {
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const MLoopTri *lt = &buffers->looptri[buffers->face_indices[i]];
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@@ -282,7 +281,7 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
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const MVert *v = &mvert[vtri[j]];
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copy_v3_v3(GPU_vertbuf_raw_step(&pos_step), v->co);
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copy_v3_v3_short(GPU_vertbuf_raw_step(&nor_step), v->no);
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copy_v3_v3_short(GPU_vertbuf_raw_step(&nor_step), no);
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if (show_mask) {
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*(float *)GPU_vertbuf_raw_step(&msk_step) = fmask;
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empty_mask = empty_mask && (fmask == 0.0f);
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@@ -293,8 +292,6 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
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const uchar *elem = &vcol[loop_index].r;
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memcpy(GPU_vertbuf_raw_step(&col_step), elem, sizeof(uchar) * 4);
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}
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vbo_index++;
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}
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}
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}
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