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Normal Mapping

A normal map stores perturbed surface normals in tangent space encoded into RGB; the fragment shader decodes the sampled value (2*rgb - 1) and rotates it into world space with the TBN matrix built from the tangent, bitangent, and geometric normal. Lighting the perturbed normal fakes fine surface detail without adding geometry.

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A normal map stores perturbed surface normals in tangent space encoded into RGB; the fragment shader decodes the sampled value (2*rgb - 1) and rotates it into world space with the TBN matrix built from the tangent, bitangent, and geometric normal. Lighting the perturbed normal fakes fine surface detail without adding geometry.

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