bumpVertex.fx 339 B

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  1. #if defined(BUMP) || defined(PARALLAX)
  2. #if defined(TANGENT) && defined(NORMAL)
  3. vec3 tbnNormal = normalize(normalUpdated);
  4. vec3 tbnTangent = normalize(tangentUpdated.xyz);
  5. vec3 tbnBitangent = cross(tbnNormal, tbnTangent) * tangentUpdated.w;
  6. vTBN = mat3(finalWorld) * mat3(tbnTangent, tbnBitangent, tbnNormal);
  7. #endif
  8. #endif