Is this the proper way to set a textures normal map in the fragment shader?
NORMALMAP = texture(grassNORM, UV / grassScale).rgb * vec3(2.0, 2.0, 1.0) - vec3(1.0, 1.0, 0.0);
When I use set NORMALMAP it goes from being shaded to being unshaded;
Without Normal Map set;

With Normal Map set;

I can't seem to figure this one out...