I'm currently morphing some meshes by interpolating their positions and normals between target arrays, on the GPU, in WebGL.
Now I need to apply normal maps to those morphs.
For morphs, what I was about to do was compute those tangents for each morph target, then include those in the morph interpolations within the shader morphing routine, so that at every instant we have interpolated tangents with which to do the normal mapping.
Does anyone have experience with this? Does this seem reasonable? Know any examples out there I should look at?