- out vec3 eye_normal = transform_normal(get_vertex_normal());
- vec3 eye_tangent = transform_normal(tangent);
- vec3 eye_binormal = transform_normal(binormal);
- out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal);
+ out vec3 world_normal = normal_tf*get_vertex_normal();
+ vec3 world_tangent = normal_tf*tangent;
+ vec3 world_binormal = cross(world_normal, world_tangent);
+ out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal);