i want to make my own tangent space normal mapping shader.
in HLSL, i can get the position, normal, texture coordinate through POSITION, NORMAL, TEXCOORD0 respectively.
however, i cannot get the tangent through TANGENT.
how can i get the tangent in HLSL?
how to get tangent in HLSL?
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Once you generate a tangent mesh using SceneManager->getMeshManipulator(), you can access the tangents and binormals using the TEXCOORD1 and TEXCOORD2 semantics respectively.
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