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- vec3 objectNormal;
- #ifdef USE_SKINNING
- objectNormal = skinnedNormal.xyz;
- #endif
- #if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )
- objectNormal = morphedNormal;
- #endif
- #if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )
- objectNormal = normal;
- #endif
- #ifdef FLIP_SIDED
- objectNormal = -objectNormal;
- #endif
- vec3 transformedNormal = normalMatrix * objectNormal;
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