out vec3 eye_normal = normal_tf*get_vertex_normal();
vec3 eye_tangent = normal_tf*tangent;
- vec3 eye_binormal = normal_tf*binormal;
+ vec3 eye_binormal = cross(eye_normal, eye_tangent);
out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal);
out vec3 eye_look_dir = normalize(eye_vertex.xyz);