lib/mittsu/opengl/shader/chunks/defaultnormal_vertex.glsl
#ifdef USE_SKINNING
vec3 objectNormal = skinnedNormal.xyz;
#elif defined( USE_MORPHNORMALS )
vec3 objectNormal = morphedNormal;
#else
vec3 objectNormal = normal;
#endif
#ifdef FLIP_SIDED
objectNormal = -objectNormal;
#endif
vec3 transformedNormal = normalMatrix * objectNormal;