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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 ...


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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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