uniform sampler2D normalMap; #if __VERSION__ >= 130 in vec3 tangent; in vec3 bitangent; in vec2 uv; out vec2 EncodedNormal; #else varying vec3 tangent; varying vec3 bitangent; varying vec2 uv; #define EncodedNormal gl_FragColor.xy #endif vec2 EncodeNormal(vec3 n); void main() { // normal in Tangent Space vec3 TS_normal = 2.0 * pow(texture(normalMap, uv).rgb, vec3(1./2.2)) - 1.0; // Because of interpolation, we need to renormalize vec3 Frag_tangent = normalize(tangent); vec3 Frag_normal = normalize(cross(Frag_tangent, bitangent)); vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent); vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal; EncodedNormal = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5; }