#version 330 uniform sampler2D normalMap; noperspective in vec3 tangent; noperspective in vec3 bitangent; in vec2 uv; out vec2 EncodedNormal; // from Crytek "a bit more deferred CryEngine" vec2 EncodeNormal(vec3 n) { return normalize(n.xy) * sqrt(n.z * 0.5 + 0.5); } void main() { // normal in Tangent Space vec3 TS_normal = 2.0 * texture (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; EncodedNormal = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5; }