I’m looking at this code snippet (THREE v146):
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
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?