Use correct normal for tangent calculations
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@@ -31,21 +31,23 @@ out gl_PerVertex {
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};
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void main() {
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// Vertex position
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// Vertex position in camera
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gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
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// Vertex position in world
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position_wld = vec3(push.model * vec4(position, 1.0));
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// Just interpolate UV coords, no transformation needed
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tex_coords = uv;
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// This should probably be in object space? idk
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// Normal _direction_ in world (not use atm)
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normal_wld = vec3(mat3(transpose(inverse(push.model))) * normal);
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// Tangent->object space matrix
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vec3 tangent3 = vec3(tangent.xy, 1.0);
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vec3 bitangent = -cross(tangent3, normal_wld);
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vec3 bitangent = -cross(tangent3, normal);
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vec3 t = normalize(vec3(push.model * vec4(tangent3, 0.0)));
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vec3 b = normalize(vec3(push.model * vec4(bitangent, 0.0)));
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vec3 n = normalize(vec3(push.model * vec4(normal_wld, 0.0)));
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vec3 n = normalize(vec3(push.model * vec4(normal, 0.0)));
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tbn = mat3(t, b, n);
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}
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