Normalized the wNormal and wTangent before computing the TBN mat in the PBRLighting frag shader
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@ -78,7 +78,9 @@ void main(){
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vec3 viewDir = normalize(g_CameraPosition - wPosition);
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#if defined(NORMALMAP) || defined(PARALLAXMAP)
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mat3 tbnMat = mat3(wTangent.xyz, wTangent.w * cross( (wNormal), (wTangent.xyz)), wNormal.xyz);
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vec3 tan = normalize(wTangent.xyz);
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vec3 norm = normalize(wNormal);
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mat3 tbnMat = mat3(tan, wTangent.w * cross(norm, tan), norm.xyz);
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#endif
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#if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP)))
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