#if defined(FORCENORMALFORWARD) && defined(NORMAL) vec3 faceNormal = normalize(cross(dFdx(vPositionW), dFdy(vPositionW))) * vEyePosition.w; #if defined(TWOSIDEDLIGHTING) faceNormal = gl_FrontFacing ? faceNormal : -faceNormal; #endif normalW *= sign(dot(normalW, faceNormal)); #endif #if defined(TWOSIDEDLIGHTING) && defined(NORMAL) normalW = gl_FrontFacing ? normalW : -normalW; #endif