         rv = invRadius * (wPosition - g_LightProbeData.xyz) +rv;
 
          //horizon fade from http://marmosetco.tumblr.com/post/81245981087
-        float horiz = dot(rv, wNormal.xyz);
+        float horiz = dot(rv, norm);
         float horizFadePower = 1.0 - Roughness;
         horiz = clamp( 1.0 + horizFadePower * horiz, 0.0, 1.0 );
         horiz *= horiz;

      normal = normalize(tbnMat * normal);
      //normal = normalize(normal * inverse(tbnMat));
    #else
      vec3 normal = normalize(wNormal);            
    #endif

    float specular = 0.5;

    vec2 newTexCoord;
    vec3 viewDir = normalize(g_CameraPosition - wPosition);

    vec3 norm = normalize(wNormal);
    #if defined(NORMALMAP) || defined(PARALLAXMAP)
        vec3 tan = normalize(wTangent.xyz);
        mat3 tbnMat = mat3(tan, wTangent.w * cross( (norm), (tan)), norm);
    #endif

    #if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP)))
