Only perform modelview transform on tangent and binormal when vertex shader is in local space #82892
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This doesn't fix a reported issue. Most likely because world_vertex_coords is totally unusable right now (until #82886 is merged).
In master when tangents are used, the tangents and binormals go through a model-to-view space transformation regardless of what space they are in. Therefore, when using skip_vertex_transform, or world_vertex_coords the tangent and binormal will end up in a completely wrong coordinate space and will look totally wrong.
This appears to have come from a typo in the early days of rewriting the renderer for Godot 4.0 8cee770#diff-ab6440873ccc60605b6c0f0bbc3e3bc2d94b7c8238824321a579fb868aebf5cb