gl_Position = clip_eye_matrix*eye_vertex;
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);
+ if(use_normal_map)
+ {
+ 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);
+ }
vec3 eye_pos = world_eye_matrix[3].xyz;
out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);