         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);

#ifdef USE_ROUGHNESS_MAP
    uniform sampler2D uRoughnessMap; //assumes sRGB color, not linear
    float getRoughness() {
        return texture2D(uRoughnessMap, vTexCoord0).r;
    }
#else
    uniform float uRoughness;
    float getRoughness() {
        return uRoughness;
    }
#endif


            vec3 kD = vec3(1.0) - kS;

            kD *= 1.0 - metallic;

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

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