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normal_fragment_begin.glsl.js
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normal_fragment_begin.glsl.js
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export default /* glsl */`
float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;
#ifdef FLAT_SHADED
vec3 fdx = dFdx( vViewPosition );
vec3 fdy = dFdy( vViewPosition );
vec3 normal = normalize( cross( fdx, fdy ) );
#else
vec3 normal = normalize( vNormal );
#ifdef DOUBLE_SIDED
normal *= faceDirection;
#endif
#endif
#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )
#ifdef USE_TANGENT
mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );
#else
mat3 tbn = getTangentFrame( - vViewPosition, normal,
#if defined( USE_NORMALMAP )
vNormalMapUv
#elif defined( USE_CLEARCOAT_NORMALMAP )
vClearcoatNormalMapUv
#else
vUv
#endif
);
#endif
#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )
tbn[0] *= faceDirection;
tbn[1] *= faceDirection;
#endif
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
#ifdef USE_TANGENT
mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );
#else
mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );
#endif
#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )
tbn2[0] *= faceDirection;
tbn2[1] *= faceDirection;
#endif
#endif
// non perturbed normal for clearcoat among others
vec3 nonPerturbedNormal = normal;
`;