     gl_Position = ftransform();
     Position = gl_Vertex.xyz;
     Normal = gl_Normal;
-#if defined(Mirrored)
-    Normal = -Normal;
-#endif
 
 #if defined(PlanarMapping)
     Texcoord.x = dot(vec4(gl_Vertex.xyz, 1.0), PlaneS);

    
    // Apply the normal map and convert vectors to tangent space
#if defined(NormalMap_Present)
    mat3 TBN = mat3(-Tangent, -Bitangent, Normal);
    //return vec4(Bitangent,1);

    Normal = normalize(texture2D(NormalMap, Texcoord).xyz * 2.0 - 1.0);

    vec4 DiffuseTexColor4 = texture2D(DiffuseMap, Texcoord);
    vec3 DiffuseTexColor = DiffuseTexColor4.xyz;
    alpha = DiffuseTexColor4.w;
    //return vec4(alpha,alpha,alpha,1);
#else
    vec3 DiffuseTexColor = texture2D(DiffuseMap, Texcoord).xyz;
#endif
