vec4 eye_vertex = eye_world_matrix*world_vertex;
gl_Position = clip_eye_matrix*eye_vertex;
- out vec3 world_normal = normal_tf*get_vertex_normal();
+ out vec3 world_normal = normalize(normal_tf*get_vertex_normal());
if(use_normal_map)
{
- vec3 world_tangent = normal_tf*tangent;
- vec3 world_binormal = cross(world_normal, world_tangent);
+ vec3 world_tangent = normalize(normal_tf*tangent);
+ vec3 world_binormal = normalize(cross(world_normal, world_tangent));
out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal);
}