title: Twisted normals with the Three.js normal shader - r.58
body: <p>I'm attempting to use the Three.js r.58 normal shader to make a displacement map. I have it displacing correctly, but the lighting doesn't seem to be respecting the post-displacement normals, even when I use computeTangents().</p>
  
  <p>When I turn off the displacement, I see that the default normals are definitely funny. Here's a top view of a sphere, lit from the side (the white dot marks a pointLight):</p>
  
  <p><img src="https://i.stack.imgur.com/HN7Fq.jpg" alt="Top view of sphere with normal shader, lit from the side"></p>
  
  <p>And here's a demo page:
  <a href="http://meetar.github.io/three.js-normal-map-0/index0.html" rel="nofollow noreferrer">http://meetar.github.io/three.js-normal-map-0/index0.html</a></p>
  
  <p>What's causing this? And is there documentation for the Three.js normal shader anywhere?</p>