 		normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );
 
 	#endif
-
-#else
-
-	vec3 fdx = dFdx( vViewPosition );
-	vec3 fdy = dFdy( vViewPosition );
-	vec3 normal = normalize( cross( fdx, fdy ) );
 
 #endif
 

#ifndef FLAT_SHADED

	vec3 normal = normalize( vNormal );


	normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );

#endif
