I'm attempting to use the Three.js r.58 normal shader to make a displacement map. I have it displacing correctly, but the lighting doesn't seem to be respecting the post-displacement normals, even when I use computeTangents().
When I turn off the displacement, I see that the default normals are definitely funny. Here's a top view of a sphere, lit from the side (the white dot marks a pointLight):
And here's a demo page: http://meetar.github.io/three.js-normal-map-0/index0.html
What's causing this? And is there documentation for the Three.js normal shader anywhere?