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remving w multiply on the tangent itself
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@@ -62,7 +62,7 @@ void main()
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fragTexCoord = vertexTexCoord*2.0;
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fragNormal = normalize(normalMatrix*vertexNormal);
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vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz) * vertexTangent.w;
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vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz);
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fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
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vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
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fragBinormal = cross(fragNormal, fragTangent);
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@@ -62,7 +62,7 @@ void main()
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fragTexCoord = vertexTexCoord*2.0;
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fragNormal = normalize(normalMatrix*vertexNormal);
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vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz) * vertexTangent.w;
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vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz);
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fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
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vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
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fragBinormal = cross(fragNormal, fragTangent);
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@@ -36,7 +36,7 @@ void main()
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fragTexCoord = vertexTexCoord*2.0;
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fragNormal = normalize(normalMatrix*vertexNormal);
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vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz) * vertexTangent.w;
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vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz);
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fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
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vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
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fragBinormal = cross(fragNormal, fragTangent);
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