How to apply scale/rotation to normals in custom shader?

I’m looking at this code snippet (THREE v146):

object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );

I remember some time ago normalMatrix was the inverse transpose of matrixWorld, but now it seems to exist in the camera space?

Is the inverse transpose of matrixWorld still provided as a uniform or do I need to compute it myself?