 						   in vec3 vNormal,
 						   out vec3 vOut)
 {
-	vec3 vWorldNormal = (mWorldIT * vec4(vNormal, 1.0)).xyz;
-	vec3 vViewNormal  = (mView * vec4(vWorldNormal, 1.0)).xyz;
+	vec3 vWorldNormal = (mat3(mWorldIT) * vNormal);
+	vec3 vViewNormal  = (mat3(mView) * vWorldNormal);
 
 	vOut = vViewNormal;
 }

				   in vec3 f,
				   out vec4 t)
{
	t = texture(s, f);
}



				   in float f,
				   out vec4 t)
{
	t = texture1D(s, f);
}

//-----------------------------------------------------------------------------
