As Far as I know,
ReflectColor = TexCUBE( EnvCubeMap , ReflectDir );
The ReflectDir used here need to be in World Space?
We can Get ReflectDir this way...
float3 ReflectDir = normalize(2.0 * NdotL * Normal.xyz - LightDir.xyz);
So I need Normal vector in World Space , too.
But my normal map is Tangent Space,
Before we can use it to get ReflectDir,
We need to convert normal to world space.
Question is:
How to convert tangent space normal to world space ?
ReflectColor = TexCUBE( EnvCubeMap , ReflectDir );
The ReflectDir used here need to be in World Space?
We can Get ReflectDir this way...
float3 ReflectDir = normalize(2.0 * NdotL * Normal.xyz - LightDir.xyz);
So I need Normal vector in World Space , too.
But my normal map is Tangent Space,
Before we can use it to get ReflectDir,
We need to convert normal to world space.
Question is:
How to convert tangent space normal to world space ?