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You already know what you have to do, I'll just summarize it. There are three ways to solve your problem: Go ahead and make a conditional like you're saying, either by sampling the texture or by creating a separate uniform for this purpose. As you probably know, adding branching on a shader is almost never a good idea, and much less so in the fragment ...


where do you get the information about which angles the algorithm is supposed to create between each pair of vectors? ... Where do I get the accurate angles for tangent and the bitangent? The tangent and bi-tangent are contained in each vertex. These values are interpolated across the surface of the primitive. At each rasterized pixel, the ...

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