diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index e5f1eeffa..e2deb3992 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -130,7 +130,8 @@ it manually with the following code: void vertex() { VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz; NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz); - // same as above for binormal and tangent, if normal mapping is used + BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz); + TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz); } Other built-ins, such as UV, UV2 and COLOR, are also passed through to the fragment function if not modified.