diff --git a/specification/2.0/README.md b/specification/2.0/README.md index 46b24a5766..7434dee35c 100644 --- a/specification/2.0/README.md +++ b/specification/2.0/README.md @@ -2643,7 +2643,7 @@ A set of parameter values that are used to define the metallic-roughness materia #### material.normalTexture -A tangent space normal map. The texture contains RGB components in linear space. Each texel represents the XYZ components of a normal vector in tangent space. Red [0 to 255] maps to X [-1 to 1]. Green [0 to 255] maps to Y [-1 to 1]. Blue [128 to 255] maps to Z [1/255 to 1]. The normal vectors use OpenGL conventions where +X is right and +Y is up. +Z points toward the viewer. In GLSL, this vector would be unpacked like so: `float3 normalVector = tex2D(normalMap, texCoord) * 2 - 1`. Client implementations should normalize the normal vectors before using them in lighting equations. +A tangent space normal map. The texture contains RGB components in linear space. Each texel represents the XYZ components of a normal vector in tangent space. Red [0 to 255] maps to X [-1 to 1]. Green [0 to 255] maps to Y [-1 to 1]. Blue [128 to 255] maps to Z [1/255 to 1]. The normal vectors use OpenGL conventions where +X is right and +Y is up. +Z points toward the viewer. In GLSL, this vector would be unpacked like so: `vec3 normalVector = tex2D(normalMap, texCoord) * 2 - 1`. Client implementations should normalize the normal vectors before using them in lighting equations. * **Type**: `object` * **Required**: No