Default Normal Shader: transform tangents with modelViewMatrix
@@ -17,7 +17,7 @@ transformedNormal = normalMatrix * transformedNormal;
#ifdef USE_TANGENT
- vec3 transformedTangent = normalMatrix * objectTangent;
+ vec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;
#ifdef FLIP_SIDED