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I figured out the cause of the problem. I had to clear the depth buffer before rendering the screen filling quad, even though I switch the frame buffer. Apparently the quad, cull the objects behind it, causing the textures to go blank. I did glClear(GL_DEPTH_BUFFER_BIT) before I unbind the FBO. This fixed the issue for me.


To me it looks very much like your issue here is that you are mixing world and viewspace or something similiar. Now your GBuffer normals look like they might be in viewspace in that picture, but the code in your geometry pass definitely doesn't transform them from world to view space. If they are in world space then your NBT matrix is basically oriented ...

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