Normal Mapping and Tangent Space (MikkTSpace) [Shaders Monthly #15]

In Episode #15 of Shaders Monthly, we talk about tangent-space normal mapping. In particular, the MikkTSpace approach for calculating a per-vertex tangent space is explained. Furthermore, we implement tangent-space normal mapping in GLSL. Here is a link to the MikkTSpace website with the reference C-code: http://www.mikktspace.com/ Here is the code of the created shader: GSN Composer: https://www.gsn-lib.org/index.html#pr... C++: https://www.mathematik.uni-marburg.de... Java: https://www.mathematik.uni-marburg.de... Documentation for the shader plugin node of the GSN Composer: https://gsn-lib.org/docs/nodes/Shader... 00:00 Introduction 01:35 Object-Space Normal Mapping 05:07 Tangent-Space Normal Mapping 09:58 Calculating a Per-Triangle Tangent Space 18:16 Calculating a Per-Vertex Tangent Space (MikkTSpace) 27:42 Implementing Tangent-space Normal Mapping in GLSL