#ifdef Use_Bindless_Texture layout(bindless_sampler) uniform sampler2D normalMap; layout(bindless_sampler) uniform sampler2D DiffuseForAlpha; #else uniform sampler2D normalMap; uniform sampler2D DiffuseForAlpha; #endif in vec3 tangent; in vec3 bitangent; in vec2 uv; out vec3 EncodedNormal; vec2 EncodeNormal(vec3 n); void main() { // normal in Tangent Space vec3 TS_normal = 2.0 * texture(normalMap, uv).rgb - 1.0; float alpha = texture(DiffuseForAlpha, uv).a; // 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.xy = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5; EncodedNormal.z = 1. - alpha; }