- out vec3 eye_light_dir = normalize(light_sources[0].position.xyz-eye_vertex.xyz*light_sources[0].position.w);
- out vec3 tbn_light_dir = eye_light_dir*eye_tbn_matrix;
-
- out vec3 eye_halfway_dir = normalize(eye_light_dir-eye_look_dir);
- out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix;
-
- out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;