nullsquared wrote: nbeato wrote: @ OP: If you're going to just add normal mapping to that shader, just start with the original one, passing the tangent/binormal to the
fragment shader, calculate the TBN (object space -> tangent space) from that, then transpose the TBN (now it's tangent space -> object space), and simply transform the normal map by the new TBN. Now you have your object-...