September 2018
Intermediate to advanced
472 pages
15h 36m
English
// Create the random tangent space matrixvec3 randDir = normalize( texture(RandTex, TexCoord.xy * randScale).xyz );vec3 n = normalize( texture(NormalTex, TexCoord).xyz );vec3 biTang = cross( n, randDir );// If n and randDir are parallel, n is in x-y planeif( length(biTang) ...
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