         vec3 normalRGB = texture2D(uNormalMap, vTexCoord0).rgb;
         vec3 normalMap = normalRGB * 2.0 - 1.0;
 
-        normalMap.y *= -1.0;
+        // normalMap.y *= -1.0;
         /*normalMap.x *= -1.0;*/
 
         vec3 N = normalize(vNormalView);

    vec3 kS = F0;
    vec3 kD = vec3(1.0) - kS;
    kD *= 1.0 - metallic;
    float fakeBlurDarker = 0.25;
    indirectDiffuse = kD * baseColor * irradianceColor;
    indirectSpecular = kS * baseColor * reflectionColor * reflectance;
#endif

    //lights

            vec3 kD = vec3(1.0) - kS;

            kD *= 1.0 - metallic;

            float NDF = GGX(N, H, roughness);

            float G = GeometrySmith(N, V, L, roughness);
