1. Jason McKesson
  2. gltut

Source

gltut / Tut 18 Bumpy Textures / data / litBump.vert

Diff from to

File Tut 18 Bumpy Textures/data/litBump.vert

 
 out vec2 normalCoord;
 out vec3 cameraSpacePosition;
-out vec3 cameraSpaceNormal;
-out vec3 cameraSpaceTangent;
-out vec3 cameraSpaceBitangent;
+out vec3 cameraToTangentX;
+out vec3 cameraToTangentY;
+out vec3 cameraToTangentZ;
 
 uniform Projection
 {
 	mat3 modelToTangent = mat3(tangent, bitangent, normal);
 	mat3 cameraToTangent = modelToTangent * normalCameraToModelMatrix;
 	
-	cameraSpaceTangent = cameraToTangent[0];
-	cameraSpaceBitangent = cameraToTangent[1];
-	cameraSpaceNormal = cameraToTangent[2];
+	cameraToTangentX = cameraToTangent[0];
+	cameraToTangentY = cameraToTangent[1];
+	cameraToTangentZ = cameraToTangent[2];
 
 	normalCoord = texCoord;
 }