ShaderChunk: Use transformed UV when reading displacement map
@@ -1,7 +1,7 @@
export default /* glsl */`
#ifdef USE_DISPLACEMENTMAP
- transformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );
+ transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );
#endif
`;