#version 150
#priority 1000

[UNIFORM]
uniform sampler2D Sampler4; 

[FUNCTION main(0) TAIL]
vec4 normalSample = texture(Sampler4, texCoord0);
vec3 tangentNormal = normalSample.rgb * 2.0 - 1.0;

// #veil:normal
vec3 finalNormal = normalize(tangentNormal);
