#version 130 uniform sampler2D normalMap; noperspective in vec3 tangent; noperspective in vec3 bitangent; in vec2 uv; void main() { // normal in Tangent Space vec3 TS_normal = 2.0 * texture2D (normalMap, uv).rgb - 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; FragmentNormal = normalize(FragmentNormal); gl_FragColor = vec4(0.5 * FragmentNormal + 0.5, gl_FragCoord.z); }