"lr", "\tvec3 eye_normal = transform_normal(gl_Normal);\n",
"l!r", "\tvec3 eye_normal = gl_NormalMatrix*gl_Normal;\n",
"l!n", "\tv_normal = eye_normal;\n",
- "n", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
- "n", "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
+ "nr", "\tvec3 eye_tangent = transform_normal(tangent);\n",
+ "n!r", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
+ "nr", "\tvec3 eye_binormal = transform_normal(binormal);\n",
+ "n!r", "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
"l", "\tvec3 eye_light_dir = normalize(gl_LightSource[0].position.xyz-eye_pos.xyz*gl_LightSource[0].position.w);\n",
"n", "\tv_light_dir = vec3(dot(eye_tangent, eye_light_dir), dot(eye_binormal, eye_light_dir), dot(eye_normal, eye_light_dir));\n",
"l!n", "\tv_light_dir = eye_light_dir;\n",