$endgroup$ –Researching per vertex TBN matrix has uncovered three completely different and I would have thought, incompatible, algorithms. Hello all, would love some help with my normal mapping implementation. Image shaders: fragColor is used as output channel. Here's the simple shader used to render out the view space vertex positions into a framebuffer texture. zip”. This matrix is often referred to as simply TBN. shader This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. Move the downloaded ZIP file into this folder (. The TBN matrix transforms positions into the space where the normal vector points backwards, the tangent vector points to the right and the bitangent vector points upwards. screenPos. color * 2. w;A vertex shader reads 1 vert's data from the vertex buffer, does whatever math you want, and passes the results to the rasterizer to be used as 1 corner of a triangle. Cross-platform macros. THANKS FOR WATCHINGSelamat mencoba :DDOWNLOAD TBN ShaderAIR DAN BAWAH AIR DI SHADER INI BENER-BENER KEREN ! 😱 TBN Shader MCPE 1. . bgolus, Dec 11, 2019. Here is the glsl code to calculate the TBN matrix: Vertex shader:Tangent space (TBN) matrices can be computed in the first pass shader. Here is the glsl code to calculate the TBN matrix: Vertex shader: Tangent space (TBN) matrices can be computed in the first pass shader. Generally, you have 2 ways of generating the TBN matrix: off-line and on-line. 1. The node based shader tools for Unity, Shader Forge and Amplify Shader Editor, both have ways to handling world to tangent space transforms. Been following questions like this one (Calculating normals for a height map) to calculate the normals across a noisy terrain. In general, you have to do the following changes. 法线贴图存储的是tbn空间中的一个向量,tbn矩阵的构造很简单,以顶点法线为z轴,以公式 计算得到TB的中间值,紧接着通过 将TB与N进行正交化得到最终的BTN矩阵,手动从头计算T与B在shader中也就两行代码,只要理解清楚了就是很简单的事情。Shaders turns Minecraft into something much more beautiful to experience. I am extracting Normal Map from Texture2DArray in shader graph and then converting it to normal using Normal Unpack node. E2 = (u2-u0)T + (v2-v0)B. Implement a geometry shader debugger similar to the Vertex and Pixel shader debuggers. The below image explains why there is an infinite number of tangent spaces for each vertex, the tangent and. How to download ultra realistic shader pack for Minecraft PE | No lag | Mediafire link• Shader Link 🔗shaders are in 512×512 resolution. shader This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. Namely, of a triangle with the vertices v1, v2, and v3: Vec3 v2v1=v2. 1 Answer. di video kali ini aku akan mereview sebuah shaders yg sangat realisitis. Useful for visualizing how well is the mesh optimized for a. Sorted by: 5. Mm nose xD Mi Instagram:Si ves es. I'm attempting to render grass using GLSL tessellation and geometry shaders. hello, i want to calcule the normal mapping on a texture using shaders, but i have a problem in the fragment shader because i´m a bit lost, i have calculated the TBN matrix and pass the normal to the fragment shader, now how can i apply a formula to clamp the Normal as a RGB value for the range [0,1]? using something like this : Normal. SSBOs, after all, are not VS output variables. 7K Videos. First of all, for every 3D vertex there is infinite tangent and bi-tangent vectors. xy, C)); }, and that's already with correct scaling. 虽然看了很多网络上Shader的教程,但是这些教程总是缺点什么东西,看过之后还是一知半解,所以这里再次做了一下试验,以及添加个人的理解,不对的地方以后慢慢学习。. 插件. Into The Light - 8K Realistic Sky (#9) 4096x Minecraft 1. It is what space A looks like to objects in space B. 1. Therefore I started by moving all the TBN matrix calculations into the fragment shader, but that brings in a lot of repetitive operations. But the reflected light actually occurs on the other side. 根据矩阵的逆的性质, t b n tbn tbn 矩阵的逆矩阵可以用来将矢量从世界空间转换到 t b n tbn tbn 空间中,而 t b n tbn tbn 矩阵是正交化过的,根据正交矩阵的特殊性质(正交矩阵的逆等于其转置),可以轻松求得 t b n tbn tbn 的逆矩阵:Image shaders: fragColor is used as output channel. It is a simplistic and vibrant pack that is fun to use and makes your own Minecraft worlds look colourful! ️ Fabric Light PE Shaders are. Ensure URP is installed (see the official instructions). net is your resource for game development with forums, tutorials, blogs, projects, portfolios, news, and more. So while it's possible to calculate the scale of the mesh in the shader, for batched meshes the scale is always. hlsl","path":"data/shaders/hlsl/downsample. Has anyone tried to do something like that? Does it work acceptably from the performance standpoint? Ilian_Dinev December 3, 2009, 5:46am 2. The OpenGL Shading Language defines a number of special variables for the various shader stages. For more information, including instructions on how to make a new Sub Graph, see Sub Graph. Some things which it changes are the. Good to know that it seems I'm not too far off. 想要解决这种情况,就需要把同一个空间位置的不同顶点求各个面的平均法线,作为顶点的法线,这种法线叫平滑法线。求完平滑法线后,转换到TBN空间再保存的mesh中。在shader中将平滑法线转换到TBN空间,再想应用正常的法线一样做描边计算即可。AboutFragment (or texture) shaders define RGBA (red, green, blue, alpha) colors for each pixel being processed — a single fragment shader is called once per pixel. Juega en tu sandbox favorito con esta herramienta. If seeing the fragment shader or my TBN calculations will help I will post but I suspect those components may be a side matter to this activity. The vertex shader helps compute a distance to determine this amount, which is then passed onto the hull shader. Is it possible to send a vanilla vec3 along to a shader in unity? Properties { offset ("formula Offset", Vector) = (0, 0, 0) } Doesn't seem to work as I hoped. Watch Better Together. TBN File Extension. Generate a world space transformation matrix using the tangent-bitangent-normal. // This shader fills the mesh shape with a color predefined in the code. The TBN was built by multiplying the model matrix with the object normal, tangent and bitangent. exe and edit it (Right click > propriety) an add at the. Locate the Download Link: Visit the website or forum post where the shader pack is hosted. About half a year ago, our team at work that develops the engine decided to try and switch from the proprietary Maya export plugin (it exported geometry, animation and materials) to COLLADA. mat file that contains references to the parent and the base materials. xyz; FS_LightPos = TBN * Light. hipinds likes this. –Shader minecraft rtx mod will add smooths performance, realistic graphic, enhances graphics, and allows hardware to better process the game’s textures also support 4k texture. 文章浏览阅读3k次,点赞5次,收藏10次。OpenGL. Getting Started. The TBN matrix is composed from 3 normals which are all in some space. 4 APK download for Android. TBN file extension is created by XBMC Foundation, also known as Kodi Thumbnail Image. 14. All; Anime; 18:07. Ultra realistic shader packs for Minecraft Mods, Addons aka MCPE. Name Type Options Description; Dropdown:The fragment shader of the lighting pass is largely similar to the lighting chapter shaders we've used so far. Shaders MCPE 1. float2 (1,1) because that too has been baked into the batched mesh and it's using a single material for the entire thing. 16 SHADERS). texld sets the vector 'r' to be the RGBA value of the current pixel in the texture. The user material itself cannot refer to a shader. The colors for the grass, leaves and other terrain blocks look much more vibrant and the design for the water also looks more shiny and realistic. Transform the tangent vector to world space and pass it to the fragment shader. Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources; Upload permission You can upload this file to other sites but you must credit me as the creator of the file Also Ive found out that its possible to rewrite glClipPlane via geometry shader. Rafli Channel_ 0 Follower · 695 Videos. float3 (1,1,1) . 2 Simplistic Texture Pack. 法线概念法线是有 正反区别(-1,1)DirectX12 里Y轴是N方向不同平台使用的贴图正反是不一样的。. 337. Newb X Legacy is a ported version for RenderDragon. thebaum64 2 days ago • posted 3 years ago. EdwardElricYTb. For vertex input, I'm using position and normal. Browse Trinity Broadcasting Network's Christian programming and watch online. float2 (1,1) because that too has been baked into the batched mesh and it's using a single material for the entire thing. TNT MOD. So, uh, the “post in a week” idea did not quite work. To review, open the file in an editor that reveals hidden Unicode characters. Freshwater shaders (1. 171 Alpha Medium Recommended for recording or older PCs Sildur's Vibrant shaders 1. En este video te mostraré losTBN, los shaders más realistas para minecraft pe. Tangents in Unity are represented as Vector4 , with x,y,z components defining the vector, and w used to flip the binormal if needed. On-line = right in the fragment shader using derivative instructions. World Bounds Max: Maximum value of the renderer bounds in world space. hello, i want to calcule the normal mapping on a texture using shaders, but i have a problem in the fragment shader because i´m a bit lost, i have calculated the TBN matrix and pass the normal to the fragment shader, now how can i apply a formula to clamp the Normal as a RGB value for the range [0,1]? using something like this : Normal. Contribute to poiyomi/PoiyomiToonShader development by creating an account on GitHub. You can watch dynamic teaching, movies that lift you up, original series that inspire hope, and current events with a Christian worldview. TBN gives completely bogus values. Links de los shadersTop 3: 2: using Willems' PBR demo shaders as a reference:. Look for a download link or button associated with the pack. Other shading languages. A matrix converts vectors from space A to space B. I have all of the vertex attrib pointers set, and if I am correct, multiplying the uniform by the TBN matrix should cause it to be zero and the light direction be "<uniform> * (TBN * lightdir) + (1 - <uniform>) * lightdir", and that should be equal to the original light direction, if the uniform is equal to 0. Last edited by a moderator: Apr 5, 2013. I am writing a shader and I would like to pass a vec3 along to the input. Decoding the diamond map is very similar to the angle-based encoding. In the fragment shader how do I use the TBN to calculate the normal in world space? If there are better approaches, they are welcome. While still maintaining high performance. To do this, I want to tessellate only the areas which are marked for deformation on my depth map. This optimization was more popular on older hardware where pixel shader performance and complexity had to be very strictly managed. this way we do light calculations in Eye/Camera space; Option 1 seems to be faster: we have most transformations in the vertex shader, only one read from normal map. Also this shader is not optimized I know but I’m following the mantra, make it work (built-ins), make it work right (remove built-ins), make it fast (move some or most of the matrix math back to CPU). The main problem i met is related with TBN matrix. Shaders for Minecraft are modifications to the game’s graphics that enhance the visual experience. Established over a decade ago, it has since amassed a vast collection of shaders, mods, texture packs, and various other resources for both Minecraft Java and Bedrock versions. Enter the name of the mesh with the suffix “_TBN”, e. The rasterizer then interpolates this vertex data across the primitive as it rasterizes it, which provides the input values for the FS. tbn矩阵的作用——沟通切向(纹理)空间和世界空间的桥梁. 2. This is going to be an existential problem for frontends that use the GLSL-like convention of declaring interface variables as globals and then including them in the EntryPoint. . Work continues on my snow deformation shader, and right now I'm focusing on the next big task which is optimizing the mesh so It can use as few vertices as possible. In vertex shader we usually use: vec3 n = normalize (gl_NormalMatrix * gl_Normal); vec3 t =. screenPos. Compute Shader. . More info See in Glossary. 11 (built from c5480aa) (Qt version 5. xy / IN. The matrix typically isn’t renormalised (orthogonalised) in the fragment shader. Baja hasta la sección ProjectLUMA Shaders - Download para descargar los archivos. ️TBN SHADER para MINECRAFT PE 1. I just want to be sure I understand TBN matrix calculation correctly. 因为法线贴图里面是切向空间的法线信息,而我们实际需要的是世界空间的法线信息,为此我们需要一个桥梁来将切向空间的法线信息转化会世界空间的法线信息,这个桥梁就是tbn矩阵 (因为有些地方将列向量排列的矩阵命名为tbn矩阵,而. As before, we find a canonical direction T^prime T ′ somewhere in the tangent plane. glsl中,TBN是在fragment shader中计算和应用的。 如果转为在vertex shader中计算TBN,并将所需的normal/light direction/eye direction等在vertex shader中提前转换为TBN坐标后再传递给fragment shader, 这样fragment shader中就不需要做TBN矩阵乘. Forums. . I've attached some gifs of what I would expect to see after loading "Box With Spaces" from the gltf sample viewer. Take inverse of TBN matrix: transform not the normal, but. g. MI SEGUNDO CANAL:have used normal mapping using GLSL for my application (an imaging sonar simulation) and I got problems by calculating the TBN matrix on shaders. 9. Sorry about that. Encontrarás el mejor shader realista, bloques brillantes y bloques animados en este. 0 - 1. TBN = transpose ( TBN ); because you're multipling your tangent-space normal from the right to the matrix. This page contains information on Light components in the Universal Render Pipeline (URP). (Though I'll probably fix vf_libplacebo to accept multiple shaders soon-ish). 7k 3. // Typically, removing the 'TBN *' everywhere (and not using the normal // texture later in the fragment shader) is exactly the code I use for // my basic light shader. BSL Shaders is a shaderpack for Minecraft: Java Edition with high customization and optimization. xyz); gl_Normal is given by calls to glNormal3f, just before glVertex3f. This is going to be an existential problem for frontends that use the GLSL-like convention of declaring interface variables as globals and then including them in the EntryPoint. 不同平台使用的法线格式HLSL调用法线贴图注意哪些结构体在顶点结构体中,我们需要获取模型的顶点法线,顶点切线。. The Geometry shader aspects require additions to the engine to allow Vertex Factories to opt in for a Geometry Shader. The syntax for adding a semantic to a shader variable is shown here ( Variable Syntax (DirectX HLSL) ). To adjust the. MENCOBA SEED VIRAL "666" DI MCPE VERSI TERBARU ! Apa. 20. 如果搜索一下TBN矩阵运算公式可以发现其决定于物体坐标系下的顶点和纹理坐标系下的纹理坐标。. jbooth, Oct 26, 2018. TBN矩阵是切线空间和其他空间的转换矩阵; TBN矩阵是正交矩阵,即 (TBN)^T=(TBN)^{-1} 矩阵的转置=矩阵的逆; UnityShader的矩阵组成是先行再列的,所. What I do a lot is store them in small lookup textures, though that won't help you much without writing a custom shader editor. Then in Unity Shader, the normals can be converted from tangent space to model space by reading vertex color. 1. 171 Alpha Lite Recommended for Intel cards and weak systems Sildur's Vibrant shaders 1. – in the top menu, select the “Installations” tab, click “New installation”, under the “Version” dropdown, select your preferred Minecraft version and click “Create”. The creator expressed their plans to continue providing updates and new…. \$\endgroup\$ This already saves you half the memory bandwidth and the n=2n-1 calculation in the shader. GLSL——TBN矩阵. Shaders Ringan no lag di Minecraft PE!!Hallo semuanya kembali lagi di channel aku, divideo kali aku mereview shader MCPE nih yang pasti keren,cocok untuk sur. For information on how a Shader A program that runs on the GPU. TOP SHADER REALISTIS FOR MCPE 1. If the model matrix does not meet the condition then unfortunately we have to fall back to inverse transpose. 1 Shaders Texture Kuda Shaders [1. xy / IN. The TBN matrix transforms positions into the space where the normal vector points backwards, the tangent vector points to the right and the bitangent vector points upwards. Encontrarás el mejor shader realista, bloques brillantes y bloques animados en. Move the downloaded ZIP file into this folder (. Harvest with Pastor Greg Laurie. 18+ | TBN SHADERHai semua balik lagi bersama aku HeroisCraft kali ini aku share shader realistis lagi ya dan semoga aja kalia. Hello, i wanted to use the GL_NV_geometry_shader_passthrough extension to improve my geometry shader stage when rendering cubeshadow maps. Thanks for any help you can provide. All prayers will be prayed over by our prayer staff. To get the position and scale of your actual game object, you need a node called Object which can be found under Input/Scene/Object. Una app muy valorada por la comunidad también cuenta con varios shaders para Minecraft PE. Move the downloaded ZIP file into this folder (. Now it is possible to transform the lightvector and compare this vector to your normalmap's vectors. v is most likely the lighting color (we'll ignore it), t. The below image explains why there is an infinite number of tangent spaces for each vertex, the tangent and bitangent can have any direction in the shown plane. xy is the XY coordinate for the current pixel we're shading in the texture, s is the texture. xyz, -i. To produce a surface gradient, use the subgraph called Surfgrad TBN. 0));HLSL should work similar though. 18 - 1. JS. Mengikuti. Ill also start using uniform buffers so I. omegax3. 49. x = (. 没有更多评论. xyz = normalize (mul (tbn, N. Looking through this site I can find no definitive explanation of the subject so I was hoping this could be rectified. Each triangle has to be tessellated differently depending on how close or far it is to the eye. As you can see with the vertex normal used, the lighting is correct (I also tested it with the textured sphere and block). Really a little. I think I could use the functions dFdx and dFdy to find two tangent vectors and then get the normal with the vectorial product of those. however everything I could find is always passing either a single float a vec4, texture or number range. Let’s turn our attention now to the hemisphere Ω Omega Ω we need to. Then in the pixel/fragment shader sample the normal map and use TBN to bring the sampled normal in world space and do the lighting calculation. They have many use cases within the limitations of VRChat, for example for making duplicate of an avatar that mirror your movements, for rendering GPU particles, for blitting into camera loop buffers, and much more. The different algorithms all calculate the edges the same. The first 3 lines define variables passed in from the program. A fragment shader is used to transform all relevant vectors in the matrix into tangent. This effect will only appear if you use these mods and shaders. Click Compute TBN Matrix. Unity's material system doesn't have support for serializing arrays of data. A mod providing custom shader support and adjustable LOD (Level of Detail) rendering range support. Precise: Inverse TBN matrix generation created through fully mathematical matrix inversion operation. It offers a ton of high quality effects, two default visual style choices, custom effects for almost every block in the game, profiles ranging from Potato to Ultra and it's designed to. Credits and distribution permission. Move the downloaded ZIP file to this folder. Joined:To see the shader in action, copy and paste the following ShaderLab code into the Shader asset. go" is the work by Nicholas Blaskey (MIT license), I leave the geometry shader compilation there in case the point lights would need to be added later (they are very expensive, around 2-3ms per light on GTX 760). render-pipelines. Yes. mat3 TBN = getTangentMatrix(); FS_Vertex = TBN * (W * vec4(VS_Position, 1)). Get unlimited access to their exclusive TBN content and the latest episodes on demand from. Fast: More performant but less precise inverse TBN matrix generation. Welcome to the TBN (Trinity Broadcasting Network) YouTube Channel! On this channel you’ll find daily uploads of the best of TBN's Christ-centered teachings, interviews, worship, and more!. SHADER. To get good results, you even need to merge the tri/quad dependent TBN at shared vertices. This matrix is often referred to as simply TBN. Also this shader is not optimized I know but I’m following the mantra, make it work (built-ins), make it work right (remove built-ins), make it fast (move some or most of the matrix math back to CPU). It also makes most sense when you only have one light in your rendering pass as with multiple lights you have to transform each light into world space and you quickly eat into any savings and burn up. . 03. •What now with the TBN matrix? •Two ways to use a TBN matrix for normal mapping: •1. It supports Windows and Android version of Minecraft 1. frolovkav. Currently, there is a need to convert normals from model space to tangent space in Houdini, and save them to vertex color. The rasterizer figures out what pixels are covered by a triangle and interpolates the results from the 3 vertex shader calls across that triangle on the screen. Welcome for our 13th tutorial ! Today we will talk about normal mapping. That's a bit wasteful, it would be much better to cat all shaders into the same file and load that. MI OTRO CANAL VARIADO DE. "mediafire shaders" Texture Clear filters. Name Direction Type Binding Description; Out: Output: Matrix 4: None: Output value: Controls. Useful for forward-shading, can be done in a vertex shader; Transform your normal map from tangent-space back to view-space. just another questiif you want to pass these values from the vertex / tesselation / geometry shader to the fragmentshader, you could you “transform feedback” to capture the data into a buffer object. No guarantees that any of this is the best solution for anything. 06: Visualize primitive ID (gl_PrimitiveID). But these properties are for color, range, float etc but I want to input a boolean value how can i do it i tried something like-. . 6. Bienvenid@ ala descripción: Si te gusto te invito a que me dejes tu like para apoyarme y así traer más Shaders para Xboxsi te suscribes te lo agradecería. 1 Answer. This already saves you half the memory bandwidth and the n=2n-1 calculation in the shader. Minecraft Core Shader Projects & Utilities. 1. 一、TBN矩阵. Tangents are mostly used in bump-mapped Shaders. Vibrant shaders completly revamps the lighting system of minecraft and adds advanced effects like volumetric lighting, bloom, ambient occlusion and reflections. 11. // and "direct" tangent, bitangent, normal order. Okay, so that’s our BRDF and the reflectance equation we need to evaluate for every pixel covering our mesh. Shader:9-学习光照-法线贴图(计算TBN矩阵)这次文章学习法线贴图,法线贴图在游戏开发和GIS系统开发当中尤为广泛,其表现力特别的强,绘制的效果特别接近真实。更重要的一点就是,我们可以用很少的代价就可以制作出非常经济化的模型所表现的效果。But what are Sildur's shaders? Sildur's Shaders is an extension of the GLSL shader mod for Minecraft, now part of Optifine. OpenGL. Depending on the platform, the download link may be a clickable text, an image, or a file attachment. This shader (like all pixel shaders) is called repeatedly for each pixel in the texture. 7. Return to Minecraft and select the pack in the shader list. You can omit the transposition, if youre switch the. Hola gente bienvenidos al canal, hoy les traigo un ️TBN SHADER para MINECR. In this post, I will explain how I implemented a terrain using Perlin noise and geometry shaders for the third assignment of CENG 469 course. While we do not. A feature rich toon shader for unity and VR Chat. To get the position and scale of your actual game object, you need a node called Object which can be found under Input/Scene/Object. 2. To calculate the TBN matrix for each object I need to provide a model matrix to describe the individual objects' change in position. 5k 48. This is also the reason why people decide. The old export pipeline was somewhat obscure, lacked…实现了一个简单的软渲染器. You need the line. To start the compute shader debugger, either click on the play button next to the suggestion or right click on the ComputePass object → select “Debug” option → enter thread ID. 5K subscribers in the shaders community. Image Based Lighting Challenges. untuk link shadersnya aku udah cantumkan di. A normal vector is a unit vector perpendicular to the surface that points to where surface is faced. Established over a decade ago, it has since amassed a vast collection of shaders, mods, texture packs, and various other resources for both Minecraft Java and Bedrock versions. ModernArch RTX. Launch Minecraft. Hello, I hope you can help me with the following two questions regarding the TBN matrix. fx","path":"Kits/DirectXTK/Src/Shaders. Environment. Una de las principales ventajas de Minecraft es que podemos personalizar. Additionally, it increases rendering speed for all props (almost twice as fast) and also. I want to use a TBN. Description : Download Shader MCPE v1. Posts: 5,445. 9k 11. You can pass the vertex normals to the pixel shader using a free TexCoord semantic. Sound shaders: the mainSound() function returns a vec2 containing the left and right (stereo) sound channel wave data. 0. Links de los shadersTop 3: 2: A TBN matrix is useful for transforming a tangent space normal read from a normal map texture into world space, but as shown here, the variable normal is treated as though it's already in world space. 法线贴图 URP Shader. Normals are perpendicular to the ground, so on a mountain, it's bent. frag","contentType":"file"},{"name":"tube. 6. Fast Normalize Do a Normalize operation over the final calculated vector. Just like you go from Model Space to World Space and from World Space to Eye Space, you can go to Tangent Space with a matrix multiplication. If the three normals aren't unit length and orthogonal, then besides translation, there will be scaling and shearing going on. 在做blinn-phong光照计算时,法线信息必不可少。 Geometry shader debugger. Clean Ui [Blue] for Minecraft pe/bedrock 1. 2. At this point in time I am using a. 20. The modern way of user-defined clip planes is calculating gl_ClipDistance for each vertex. That said, to make it significantly less wasteful, you could add format=rgba (or rgba64le) to the first libplacebo filter and format=yuv420p to the last libplacebo filter. More specifically, its place in the render pipeline is as follows: Vertex Shader; Tesellation;. Descargar Max Shader Mod. 13. tex1 – HDR spherical Environment map. The code I uploaded doesn’t actually contain the Geometry Shader code, as I was using it as an example to help someone work on custom shaders. Useful for forward-shading, can be done in a vertex shader; Transform your normal map from tangent-space back to view-space. I only need to update the gl_Layer in the geometry shader so i guess the extension should bring some decent speed improvement. As long as the TBN matrix is composed of three unit-length, orthogonal vectors, then it's a. By inverting the TBN matrix, you can transform any vector from worldspace to texturespace. You have two options here: Transform all of your lighting direction vectors into tangent-space. The gl_VertexID shader variable is not available on OpenGL ES 2. Because I'm doing a planet, I figured I could multiply by the TBN matrix (using tangent, bitangent and normal from original mesh, before displacement) to calculate this accurately.