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Copy file name to clipboardexpand all lines: CHANGES.md
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* Fixed `OrientedBoundingBox.fromRectangle` for rectangles with width greater than 180 degrees. [#8475](https://github.com/AnalyticalGraphicsInc/cesium/pull/8475)
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* Fixed globe picking so that it returns the closest intersecting triangle instead of the first intersecting triangle. [#8390](https://github.com/AnalyticalGraphicsInc/cesium/pull/8390)
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* Fixed horizon culling issues with large root tiles. [#8487](https://github.com/AnalyticalGraphicsInc/cesium/pull/8487)
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* Fixed a lighting bug affecting Macs with Intel integrated graphics where glTF 2.0 PBR models with double sided materials would have flipped normals. [#8494](https://github.com/AnalyticalGraphicsInc/cesium/pull/8494)
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##### Additions :tada:
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* Added `Globe.backFaceCulling` to support viewing terrain from below the surface. [#8470](https://github.com/AnalyticalGraphicsInc/cesium/pull/8470)
Copy file name to clipboardexpand all lines: Source/Scene/processModelMaterialsCommon.js
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@@ -543,6 +543,7 @@ import ModelUtility from './ModelUtility.js';
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if(hasNormals){
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fragmentShader+=' vec3 normal = normalize(v_normal);\n';
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if(khrMaterialsCommon.doubleSided){
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// !gl_FrontFacing doesn't work as expected on Mac/Intel so use the more verbose form instead. See https://github.com/AnalyticalGraphicsInc/cesium/pull/8494.
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fragmentShader+=' if (gl_FrontFacing == false)\n';
Copy file name to clipboardexpand all lines: Source/Scene/processPbrMaterials.js
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fragmentShader+=' vec3 n = ng;\n';
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}
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if(material.doubleSided){
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fragmentShader+=' if (!gl_FrontFacing)\n';
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// !gl_FrontFacing doesn't work as expected on Mac/Intel so use the more verbose form instead. See https://github.com/AnalyticalGraphicsInc/cesium/pull/8494.
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fragmentShader+=' if (gl_FrontFacing == false)\n';
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