Hi,
I'm trying to implement cone-step mapping shader in QC, and I got this
problem: the GLSL vertex shader needs to know the tangent of each vertex. As
far as I know, GLSL lets to access to the per-vertex normal value using the
built-in attribute gl_Normal, but the tangent of each vertex needs to be
passed from the OpenGL application (calculated when the mesh is loaded for
example), or stored in the mesh file.
So, i guess the right way to do that is to use per-vertex attribute like
this in vertex shader:

[...]
attribute vec3 tangent;    //The tangent of the current vertex
[...]

...but how can this attribute be passed to the GLSL shader for each vertex?
I also need per-vertex binormal value, but I guess it would be ok to
calculculate its value once I got per-vertex normal and tangent values in
this way:

binormal = normalize(cross(normal, tangent));

Thank you for any kind of help!
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