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@@ -1,8 +1,8 @@
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#if defined(BUMP) || defined(PARALLAX)
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#if defined(TANGENT) && defined(NORMAL)
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- vec3 normalW = normalize(vec3(finalWorld * vec4(normalUpdated, 0.0)));
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- vec3 tangentW = normalize(vec3(finalWorld * vec4(tangentUpdated.xyz, 0.0)));
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- vec3 bitangentW = cross(normalW, tangentW) * tangentUpdated.w;
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- vTBN = mat3(tangentW, bitangentW, normalW);
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+ vec3 tbnNormal = normalize(normalUpdated);
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+ vec3 tbnTangent = normalize(tangentUpdated.xyz);
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+ vec3 tbnBitangent = cross(tbnNormal, tbnTangent) * tangentUpdated.w;
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+ vTBN = mat3(finalWorld) * mat3(tbnTangent, tbnBitangent, tbnNormal);
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#endif
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#endif
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