I suggest having a look at the normal by adding [0.5, 0.5, 0.5] to it, halving it, and attaching it to the color output. That will make it obvious what the normals are doing: normal.blend (526 KB)
Hint: they’re screen space
I thought about them being screen space, that is bad.
But how can they be screen space if the top and bottom faces do not react to the screen at any angle?
Flipping the scene sideways should then by this logic switch the always invisible face?
I need global as I need to handle the shading of the cube faces differently from each other.
Any normal solutions?