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Copy file name to clipboardExpand all lines: jme3-core/src/main/resources/Common/ShaderLib/TangentUtils.glsllib
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//used for calculating tangents in-shader for axis-aligned quads/planes/terrains
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//primarily used for PBR terrains, since jme terrains do not store pre-calculated tangents by default (thus the tbnMat cannot be used for PBR light calculation like it is in jme's stock PBR shader)
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vec3 calculateTangentsAndApplyToNormals(in vec3 normalIn, in vec3 worldNorm){
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