void node_normal_map(vec4 info, vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal) { if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) { outnormal = normal; return; } tangent *= (gl_FrontFacing ? 1.0 : -1.0); vec3 B = tangent.w * cross(normal, tangent.xyz) * sign(info.w); outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal; outnormal = normalize(outnormal); } void color_to_normal_new_shading(vec3 color, out vec3 normal) { normal = vec3(2.0) * color - vec3(1.0); } void color_to_blender_normal_new_shading(vec3 color, out vec3 normal) { normal = vec3(2.0, -2.0, -2.0) * color - vec3(1.0); } void node_normal_map_mix(float strength, vec3 newnormal, vec3 oldnormal, out vec3 outnormal) { outnormal = normalize(mix(oldnormal, newnormal, max(strength, 0.0))); }