vec3 sampleNormalTexture(in sampler2D sampler, in float factor, in vec2 texCoord, in vec3 tangent, | |
in vec3 binormal, in vec3 normal) | |
{ | |
vec3 tsNormal = 2.0 * texture(sampler, texCoord).xyz - 1.0; | |
return mix(normal, normalize(tsNormal.x * tangent + tsNormal.y * binormal + tsNormal.z * normal), factor); | |
} |