- out vec3 eye_normal = transform_normal(get_vertex_normal());
- vec3 eye_tangent = transform_normal(tangent);
- vec3 eye_binormal = transform_normal(binormal);
+ out vec3 eye_normal = normal_tf*get_vertex_normal();
+ vec3 eye_tangent = normal_tf*tangent;
+ vec3 eye_binormal = cross(eye_normal, eye_tangent);