emap_fragment>',
                        /* glsl */ `
                        #include <emissivemap_fragment>

                        vec4 normalColor = texture(normalMap, vNormalMapUv * normalScale);
                        vec3 reflectNormal = normalize(vec3(normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0));
                        vec3 reflectCoord = vCoord.xyz / vCoord.w;
                        vec2 reflectUv = reflectCoord.xy + reflectCoord.z * reflectNormal.xz * 0.05;
           