how to get tangent in HLSL?

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comicsteam
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how to get tangent in HLSL?

Post by comicsteam »

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?
comicsteam
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Post by comicsteam »

does anyone know how to solve this problem?
BlindSide
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Post by BlindSide »

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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comicsteam
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Post by comicsteam »

BlindSide wrote:Once you generate a tangent mesh using SceneManager->getMeshManipulator(), you can access the tangents and binormals using the TEXCOORD1 and TEXCOORD2 semantics respectively.
Thanks for your help~
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