       normal = normalize(tbnMat * normal);
       //normal = normalize(normal * inverse(tbnMat));
     #else
-      vec3 normal = normalize(wNormal);            
+      vec3 normal = norm;
     #endif
 
     float specular = 0.5;

    vec2 newTexCoord;
    vec3 viewDir = normalize(g_CameraPosition - wPosition);

    #if defined(NORMALMAP) || defined(PARALLAXMAP)
        mat3 tbnMat = mat3(wTangent.xyz, wTangent.w * cross( (wNormal), (wTangent.xyz)), wNormal.xyz);
    #endif

    #if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP)))

        rv = invRadius * (wPosition - g_LightProbeData.xyz) +rv;

         //horizon fade from http://marmosetco.tumblr.com/post/81245981087
        float horiz = dot(rv, norm);
        float horizFadePower = 1.0 - Roughness;
        horiz = clamp( 1.0 + horizFadePower * horiz, 0.0, 1.0 );
        horiz *= horiz;
