| 12345678 |
- #if defined(BUMP) || defined(PARALLAX)
- #if defined(TANGENT) && defined(NORMAL)
- vec3 normalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
- vec3 tangentW = normalize(vec3(finalWorld * vec4(tangent.xyz, 0.0)));
- vec3 bitangentW = cross(normalW, tangentW) * tangent.w;
- vTBN = mat3(tangentW, bitangentW, normalW);
- #endif
- #endif
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