at_tangent
in vec4 at_tangent;
Valid Programs: all gbuffers/shadow
The tangent vector in model space. The xyz
components store the tangent, and the w
component stores the handedness of normal/tangent. The handedness should be used to invert the bitangent in cases where a texture is mirrored and the cross product of the normal and tangent vectors would produce an inverted bitangent vector. For example:
vec3 normal = normalMatrix * vaNormal;vec3 tangent = normalMatrix * at_tangent.xyz;
vec3 bitangent = cross(tangent, normal) * at_tangent.w;
vec3 normal = gl_NormalMatrix * gl_Normal;vec3 tangent = gl_NormalMatrix * at_tangent.xyz;
vec3 bitangent = cross(tangent, normal) * at_tangent.w;