- lowp vec3 n = texture( uNormalSampler, vUV[uNormalTexCoordIndex] ).rgb;
- n = normalize( vTBN * ( ( 2.0 * n - 1.0 ) * vec3( uNormalScale, uNormalScale, 1.0 ) ) );
+ lowp vec3 n = texture(uNormalSampler, vUV[uNormalTexCoordIndex]).rgb;
+ n = normalize(vTBN * ((2.0 * n - 1.0) * vec3(uNormalScale, uNormalScale, 1.0)));