@@ -53,11 +53,5 @@ transformedNormal = normalMatrix * transformedNormal;
transformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;
- #ifdef FLIP_SIDED
-
- transformedTangent = - transformedTangent;
- #endif
#endif
`;
@@ -8,6 +8,12 @@ export default /* glsl */`
vTangent = normalize( transformedTangent );
vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );
+ #ifdef FLIP_SIDED
+
+ vBitangent = - vBitangent;
+ #endif