- normal = (bone * vec4(normal, 0.0)).xyz;
- tangent = (bone * vec4(tangent, 0.0)).xyz;
- normal = normalize(normal);
- tangent = normalize(tangent);
+ normal = uYDirection * (bone * vec4(normal, 0.0)).xyz;
+ tangent = uYDirection * (bone * vec4(tangent, 0.0)).xyz;