         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);


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

uniform vec3 uCameraPosition;


            vec3 kD = vec3(1.0) - kS;

            kD *= 1.0 - metallic;
            float NDF = GGX(N, H, roughness);

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

            vec3 nominator = NDF * G * F;
            float denominator = 4.0 * NdotV * NdotL + 0.001;
