         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);

#endif

#ifdef GL_ES
precision highp float;
#endif

#pragma glslify: envMapCube         = require(../local_modules/glsl-envmap-cubemap)


varying vec3 vPositionWorld;
varying vec3 vPositionView;
uniform highp mat4 uInverseViewMatrix;
uniform highp mat4 uViewMatrix;
uniform highp mat3 uNormalMatrix;
uniform highp mat4 uModelMatrix;

uniform vec3 uCameraPosition;

