- out vec3 eye_look_dir = normalize(eye_vertex.xyz);
- out vec3 tbn_look_dir = eye_look_dir*eye_tbn_matrix;
+ 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);