Fix normalmap too
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@ -4,7 +4,7 @@ uniform sampler2D normalMap;
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in vec3 tangent;
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in vec3 bitangent;
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in vec2 uv;
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out vec2 EncodedNormal;
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out vec3 EncodedNormal;
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#else
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varying vec3 tangent;
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varying vec3 bitangent;
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@ -26,5 +26,6 @@ void main()
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vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent);
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vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal;
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EncodedNormal = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5;
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EncodedNormal.xy = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5;
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EncodedNormal.z = 1.;
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}
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