message: Use n instead of shading_normal
diff: @@ -236,8 +236,8 @@ Since both $n$ and $h$ are unit vectors, $|n \times h|^2 = 1 - (\NoH)^2$. This a
  #define MEDIUMP_FLT_MAX 65504.0
  #define saturateMediump(x) min(x, MEDIUMP_FLT_MAX)
  -float D_GGX(float linearRoughness, float NoH, const vec3 h) {
  - vec3 NxH = cross(shading_normal, h);
  +float D_GGX(float linearRoughness, float NoH, const vec3 n, const vec3 h) {
  + vec3 NxH = cross(n, h);
  float a = NoH * linearRoughness;
  float k = linearRoughness / (dot(NxH, NxH) + a * a);
  float d = k * k * (1.0 / PI);
  