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// Copyright (C) 2025 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
vec3 qt_sampleNormalTexture(in sampler2D inSampler, in float factor, in vec2 texCoord, in vec3 tangent,
in vec3 binormal, in vec3 normal)
{
mat3 tanFrame = mat3(tangent, binormal, normal);
vec3 tsNormal = texture(inSampler, texCoord).xyz * 2.0 - vec3(1.0);
tsNormal *= vec3(factor, factor, 1.0);
return normalize(tanFrame * tsNormal);
}