In the source code you use `V` which is usually used for View Vector aka Eye Direction. Even the vertex shader calculates eye direction. ``` // eyeDir = cameraPosInViewSpace - viewPos // eyeDir = vec3(0.0, 0.0, 0.0) - viewPos // eyeDir = -viewPos vViewPosition = -viewPos.xyz ``` https://github.com/glslify/glsl-perturb-normal/blob/master/demo/vert.glsl#L10