Tangent vectors (or TBN for Tangent Binormal Normal) are useful in many. It is not, for now, mandatory but recommended to leave the alpha channel to 1. go" is the work by Nicholas Blaskey (MIT license), I leave the geometry shader compilation there in case the point lights would need to be added later (they are very expensive, around 2-3ms per light on GTX 760). It supports Windows and Android version of Minecraft 1. 03. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Assets/Splatoonity/Shaders":{"items":[{"name":"Resources","path":"Assets/Splatoonity/Shaders/Resources. Has options for using per vertex bitangent that either has the tangent space vectors normalized in the pixel shader, “fastTbn” which does not normalize the tangent space in the fragment shader (which you do want as that matches MikkTSpace’s per vertex implementation), and a derivative based TBN borrowed from Christian Schüler which. They add various effects like realistic lighting, shadows, reflections, and more. xyz; FS_LightPos = TBN * Light. Texture2DArray is generated using. 🎧USE HEADSET/HEADPHONE FOR BETTER🎧📺Watch on 720p60 for better Quality 📺 "Send your Shaders and textures to this email, I will showcase later"showcaserakh. Recommended software programs are sorted by OS platform (Windows, macOS, Linux, iOS, Android etc. They have many use cases within the limitations of VRChat, for example for making duplicate of an avatar that mirror your movements, for rendering GPU particles, for blitting into camera loop buffers, and much more. Here's the simple shader used to render out the view space vertex positions into a framebuffer texture. Next, we use T^prime imes N T ′ ×N to construct another vector I’ll simply call T^ {primeprime} T ′′. The TBN matrix transforms positions into the space where the normal vector points backwards, the tangent vector points to the right and the bitangent vector points upwards. In this example this block is empty // because the output color is predefined in the fragment. xyz, -i. In Normal Mapping, you want to go to "Tangent Space", that is the space where the center of the coordinate system is your Vertex (/Fragment). Sound shaders: the mainSound() function returns a vec2 containing the left and right (stereo) sound channel wave data. #ShadersExelenderX #MinecraftPE💎 video si fue Hola chicos espero que les halla gustado esteasí regálame tu poderoso sino like y tu suscripción tu comentari. 1. go, shader. World Bounds Max: Maximum value of the renderer bounds in world space. Yes. float4 tangent : TANGENT; 将切线转换到世界空间 i. hlsl","contentType. Links de los shadersTop 3: 2: A TBN matrix is useful for transforming a tangent space normal read from a normal map texture into world space, but as shown here, the variable normal is treated as though it's already in world space. Here's a basic extension of Unity's built in Particles/Alpha Blended shader with support for normal mapping. When i generate new vertex in matrix in Local Space like this way in my Geometry Shader: Code (CSharp): #define SEGMENT 1This is a simple normal map, containing the bump information for some raised rectangles and text. 0. 11 (built from c5480aa) (Qt version 5. 法线概念法线是有 正反区别(-1,1)DirectX12 里Y轴是N方向不同平台使用的贴图正反是不一样的。. Sample and blend normal maps. Ultra realistic shader packs for Minecraft Mods, Addons aka MCPE. Depending on the platform, the download link may be a clickable text, an image, or a file attachment. x = (. If the texture is not marked as a normal map but contains one anyway, the texture then needs. Realistic Shader Mod es una app para mejorar los gráficos de Minecraft Pocket Edition que nos permite mejorar nuestra experiencia de juego y nuestros mundos. I mean the TBN matrix of the shader is not used to be the TBN matrix applied on bump-maping ever (as you know, to transform a vector to vector in tangent space,or to transform vector in tangent back using inverse of TBN matrix), and there 's no light calculation involved in,but it directly transform position attribute instead. More specifically, its place in the render pipeline is as follows: Vertex Shader; Tesellation;. Shaders for Minecraft. So the matrix must be transposed, that the base transformation can be applied. Here is the glsl code to calculate the TBN matrix: Vertex shader:Tangent space (TBN) matrices can be computed in the first pass shader. In order to get a smooth one we have to re-orthogonalize it based on a given (smooth) vertex normal. RenderDoc version: 1. Launch Minecraft. In this video we will recreate a breath of the wild toon shader effect in unity, this shader will combine the texture and normal map of the material and disp. Additionally, if your vertex shader uses/declares output variables, all of those must be accounted for as inputs in the pixel shader in order to get the mapping correct. Position; FS_ViewPos = TBN * inverse(V)[3]. Baja hasta la sección ProjectLUMA Shaders - Download para descargar los archivos. However, different programs may use the TBN file type for different types of data. PrimitiveId new in 2020. Start Minecraft with Optifine. Hey, I'm working on a water shader and have the following problem: The shadows of our light in the scene aren't at full strength and because of that you can see the specular on the water through the shadows. If you want to debug the shader, then you have to use graphics debugger like RenderDoc or NVIDIA Nsight. The Geometry shader aspects require additions to the engine to allow Vertex Factories to opt in for a Geometry Shader. ; ProjectLUMA es la continuación de. I ask because we need a tangent-space up vector for some bump mapped shader effects, because using Unity's system for converting normal maps to world-space is causing us to run out of shader inputs. Texture2DArray Normal doesn't work correctly at all, except it just makes terrain look darker. TOP 4 Shader ringan MCPE 1. Welcome for our 13th tutorial ! Today we will talk about normal mapping. this way we do light calculations in Eye/Camera space; Option 1 seems to be faster: we have most transformations in the vertex shader, only one read from normal map. Generate a world space transformation matrix using the tangent-bitangent-normal. 1 Answer. Setting T and B to vec3(0. . . Fragment shaders are a more accurate name for the same functionality as Pixel shaders. glsl中,TBN是在fragment shader中计算和应用的。 如果转为在vertex shader中计算TBN,并将所需的normal/light direction/eye direction等在vertex shader中提前转换为TBN坐标后再传递给fragment shader, 这样fragment shader中就不需要做TBN矩阵乘. Requires WebGL 2. zip”. Sending the TBN matrix to the fragment shader is easy: fragment shader : fixed4 frag (v2f i) : COLOR { float4 N = i. ; Versión de Minecraft recomendada: para un óptimo funcionamiento, se debe utilizar la última versión de OptiFine que haya disponible. Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources; Upload permission You can upload this file to other sites but you must credit me as the creator of the file Also Ive found out that its possible to rewrite glClipPlane via geometry shader. myrepeat (vec2) is used to repeat the "depth" patterns in S-direction. RenderDoc version: 1. 128x Minecraft 1. As before, we find a canonical direction T^prime T ′ somewhere in the tangent plane. This is also the reason why people decide. You can set an array on a material, but it doesn't have a way to add properties for them. pass the tbn matrix into fragment shader and then transform each normal read from a normal map by that. 50th Anniversary Documentary. Dev Onboard. Click on “Open Pack Folder” in the bottom left corner. EdwardElricYTb. . Turn off the lights. This TBN matrix transforms from tangent to world space. It has a toggle for switching between using the mesh normals (which will break horribly on billboard particles) and calculating them in the fragment shader. To do this, I want to tessellate only the areas which are marked for deformation on my depth map. 7. 2. 1. net is your resource for game development with forums, tutorials, blogs, projects, portfolios, news, and more. To review, open the file in an editor that reveals hidden Unicode characters. To access all these information in a shader, even a geometry shader, will be really hard. For non-uniform scale this method is FASTER then sending over a normal matrix to shader or doing inverse transpose in shader. di video kali ini aku akan mereview sebuah shaders yg sangat realisitis. I'm working on a batch renderer. The point I was quite interested about is the TBN reconstruction within geometry shaders. Useful for visualizing how well is the mesh optimized for a. ️ MCBE Shaders offline. How to install Complementary Shaders: Download and install Minecraft. Open the Minecraft Launcher and select the newly created profile. TBN矩阵 一、简述 1. 2. For information on defining SubShader, see ShaderLab: defining a SubShader. EdwardElricYTb. Sending the TBN matrix to the fragment shader is easy:Lightweight. 8. 18 Realistic Texture Pack. 8. Prayer Request. 6. When using a Texture Sample node the normal map is detected and the unpacking happens automatically. Clean Ui [Blue] for Minecraft pe/bedrock 1. . Procura tener la versión de Minecraft acorde a OptiFine. The way to do this (hope the proper one) is: 1] (probably) create new module - if you do not have one that is loaded at ‘PostConfigInit’. ) and possible program actions that can be done with the file: like open. 9k 11. Forums. What is new is the method in which we obtain the lighting's input variables, which we now directly sample from the G-buffer:. The OpenGL Shading Language defines a number of special variables for the various shader stages. Below I compiled an image of different fragment shader outputs: You can see that the T,B and N vectors are correct and so is the fragment shader's tbn matrix, but the TBN matrix from the vertex shader fs_in. New posts New profile posts Latest activity. In the end, I used gouraud shader to calculate T and B, and fragment shader to calculate the normal vector interpolation N of each pixel point to form the TBN matrix. hlsl","path":"ModelViewer/Assets/Shaders/pbrpixel. 5. SSBOs, after all, are not VS output variables. tangentViewPos = TBN * g_CameraPosition; tangentLightDirection = normalize(TBN * m_SunDirection); and since I read somewhere that interpolating linearly in tangent space might mess things up I also send the fragments position to the fragment shader but in worldspace: worldFragPos = vec3(g_WorldMatrix * vec4(inPosition, 1. It has some advantages too like the transparent pause screen and other transparent GUIs. 8. While still maintaining high performance. The more involved work is setting up the framebuffer texture such that the fragment vector components it receives are not clamped to [0, 1] and that each one has a high enough precision (a high enough number of bits). 切线空间中:由法线N, 切线(T)和次法线(B)组成,俗称TBN. More. The TBN matrix transforms positions into the space where the normal vector points backwards, the tangent vector points to the right and the bitangent vector points upwards. You can also compute the Bitangent and TBN in the fragment shader instead, just like in your code. The Light component. Hallo guys balik lagi sama aku Iycat🐈,Jangan lupa untuk Like,Komen and SubscribeThank you :)=====Download📂:🌱 TBN SHADER :to install Complementary Shaders: Download and install Minecraft. Farfarer. Modern Tools Mod. The shader Additional buffers & uniforms. The normal matrix is the inverse transpose of the world space transform(not object space to view space, as you would in a simpler forward rendering pipeline). The purpose of the fragment shader is to set up the gl_FragColor variable. I am writing a shader and I would like to pass a vec3 along to the input. 21 Realistic Texture Modern HD Resource Pack 1. If the three normals aren't unit length and orthogonal, then besides translation, there will be scaling and shearing going on. Then you can use that normal in your shader, either directly, to do per-vertex lighting, or indirectly, by interpolating it across a triangle, to do per-fragment lighting. The World To Tangent Matrix node outputs a generated World TBN (Tangent,Binormal,Normal) matrix which can be used to transform a direction vector from world space to tangent space. In the vertex shader I use the TBN matrix to convert the normal from the normal map from Tangent Space to World Space and dot it with the. The domain shader takes inputs of the hull shader outputs, patch data, and tessellation factors, and it outputs the position of a vertex. tex1 – HDR spherical Environment map. This is going to be an existential problem for frontends that use the GLSL-like convention of declaring interface variables as globals and then including them in the EntryPoint. Then it got transposed (see vertex shader code). That's clear answer. Step out → steps out of the current function. Unityが提供してるUnlit Shaderのテンプレートを Create ︎ Shader ︎ Unlit Shader から新規作成することができます。 ただしこれは旧式のレンダパイプラインである、ビルトインレンダリングパイプラインでも動作する記述になっていて、 URPに最適化された記述になっ. Descargar Realistic Shader Mod para Android Última Versión Gratis. Move the downloaded ZIP file into this folder (. It’s relatively new compared to most other shader packs and was uploaded on July 26th of 2021. 4) OS: Windows 10 Home version 20H2 Graphics API: Directx 11. Use the tangent vector and normal (both in world space) to calculate the bitangent in the fragment shader. [Updates] After getting some advice, I calculated the TBN matrix in the vertex shader, transform the TBN basis to world space, convert lightPosition and. Victoria ,BC V8T2C5. TOP SHADER REALISTIS FOR MCPE 1. Because I'm doing a planet, I figured I could multiply by the TBN matrix (using tangent, bitangent and normal from original mesh, before displacement) to calculate this accurately. 11. 0. xy is the XY coordinate for the current pixel we're shading in the texture, s is the texture. Credits and distribution permission. 5. 4. 5K subscribers in the shaders community. – in the top menu, select the “Installations” tab, click “New installation”, under the “Version” dropdown, select your preferred Minecraft version and click “Create”. The code I uploaded doesn’t actually contain the Geometry Shader code, as I was using it as an example to help someone work on custom shaders. Output variables are stored as part of a vertex. {"payload":{"allShortcutsEnabled":false,"fileTree":{"data/shaders/hlsl":{"items":[{"name":"downsample. More info See in Glossary. Feedback; Melaporkan; 61 Ditonton 14/06/2022. Una de las principales ventajas de Minecraft es que podemos personalizar. 13. In this post, I will explain how I implemented a terrain using Perlin noise and geometry shaders for the third assignment of CENG 469 course. // This shader fills the mesh shape with a color predefined in the code. I am extracting Normal Map from Texture2DArray in shader graph and then converting it to normal using Normal Unpack node. A shader pack created to convey the style of the cancelled Super Duper Graphics Pack and other popular Minecraft titles. Work continues on my snow deformation shader, and right now I'm focusing on the next big task which is optimizing the mesh so It can use as few vertices as possible. The TBN frame are computed and passed (to fragment shader) in eyespace. Currently, there is a need to convert normals from model space to tangent space in Houdini, and save them to vertex color. For even better lighting, you might want to use a normal map instead, but that's advanced graphics. hello, i want to calcule the normal mapping on a texture using shaders, but i have a problem in the fragment shader because i´m a bit lost, i have calculated the TBN matrix and pass the normal to the fragment shader, now how can i apply a formula to clamp the Normal as a RGB value for the range [0,1]? using something like this : Normal. Top 1 Shader MCPE 1. •What now with the TBN matrix? •Two ways to use a TBN matrix for normal mapping: •1. All; Anime; 18:07. Join My Game Jam - Support Me + A Ton Of Free Unity Projects On Patreon - Instag. This matrix is often referred to as simply TBN. rgb * 2. 0. Members. 49. 输出到片元着. False Input Direction vector in selected input space to be transformed into selected output space. Normals are perpendicular to the ground, so on a mountain, it's bent. You can, theoretically, pre-bake your normal map with TBN applied to it if you fully unwrap your model, but it's not going to work if your model animates and deforms. Really a little. Top 1 Shader MCPE 1. I think I could use the functions dFdx and dFdy to find two tangent vectors and then get the normal with the vectorial product of those. Image shaders: fragColor is used as output channel. MI SEGUNDO CANAL:have used normal mapping using GLSL for my application (an imaging sonar simulation) and I got problems by calculating the TBN matrix on shaders. Such file is usually created when inheriting a new material from the base. Mm nose xD Mi Instagram:Si ves es. Similarly, the. NormalMap. Watch on your TV with: It’s the first-ever daily, original faith-centered talk show produced by women and just for women!. Also this shader is not optimized I know but I’m following the mantra, make it work (built-ins), make it work right (remove built-ins), make it fast (move some or most of the matrix math back to CPU). Therefore it's considered as a column vector, while the base vectors are in the rows of the matrix. minecraftshaderpacks). The creator expressed their plans to continue providing updates and new…. You need a line like this : Normal = normalize (gl_NormalMatrix * gl_Normal. 17+ Water Realistic Dan Cocok Untuk Survival | TBN Shader Beta 1. 103:05 Outro=====♨️ Support me :D🔹 Instagram : Noval_Adhi25🔹 Facebook :. xy / IN. 0; Normal. TBN gives completely bogus values. Take inverse of TBN matrix: transform not the normal, but. ~~~~𝚊𝚜𝚜𝚊𝚕𝚊𝚖𝚞𝚊𝚕𝚊𝚒𝚔𝚞𝚖 𝚠𝚛 𝚠𝚋~~~Hallo guys,terima kasih sudah nonton vidio saya, dan jangan lupa tekan tombol,subscribe, like,dan jangan lupa. 1. . Click on shaders and open the shader folder in the lower left corner. . Fast: More performant but less precise inverse TBN matrix generation. 171 Alpha High-MotionblurDescarga gratis el APK de Shaders for Minecraft para Android. v is most likely the lighting color (we'll ignore it), t. xyz; Vec3. World To Tangent Matrix Node. Let’s turn our attention now to the hemisphere Ω Omega Ω we need to. MIRIP SEPERTI SHADER DI MINECRAFT JAVA !😱YSSBE Shader EX. Click Compute TBN Matrix. If in forward rendering the TBN matrix is created on fragment shader the results seem nearly identical (but this would be inefficient). In the end, I used gouraud shader to calculate T and B, and fragment shader to calculate the normal vector interpolation N of each pixel point to form the TBN matrix. Right now I construct the TBN matrix by calculating the tangent for each vertex and uploading the tangent as vertex attribute a_Tangent to the shader. 7k 1. 0. You signed out in another tab or window. A subreddit for all things related to shaders. Our website is a one-stop-shop for all things Minecraft, providing a. . For reference, here's an image of the grassy field without tessellation (just vertex, geometry, and fragment shaders). At this point in time I am using a. shirts 10r each roblox bypassed t{"payload":{"allShortcutsEnabled":false,"fileTree":{"Kits/DirectXTK/Src/Shaders":{"items":[{"name":"AlphaTestEffect. Established over a decade ago, it has since amassed a vast collection of shaders, mods, texture packs, and various other resources for both Minecraft Java and Bedrock versions. The method involves the following steps: Establish a surface gradient for each bump map. 0. Additional effects are available, such as depth of field, motion blur, specular and normal mapping. Geometry shaders are a cool tool that can be used to create geometry within a shader on the fly. Login Sign up. Here’s how you can download a shader pack: 1. This way, all the lighting calculations (specifically the dot product) make sense. Juega en tu sandbox favorito con esta herramienta. Decoding the diamond map is very similar to the angle-based encoding. h provides macros to map GLSL to HLSL and (to some extent) Metal. Fragment Shader. This shader is created specifically for potato-based devices. It also makes most sense when you only have one light in your rendering pass as with multiple lights you have to transform each light into world space and you quickly eat into any savings and burn up. hipinds likes this. Useful for forward-shading, can be done in a vertex shader; Transform your normal map from tangent-space back to view-space. This data is very useful and common for lighting calculation. 8. Minecraft Tapi inilah Pedang Legendaris Kekuatan Alam Semesta. To review, open the file in an editor that reveals hidden Unicode characters. Geometry Shaders. 20. Cross-platform macros. It is not, for now, mandatory but recommended to leave the alpha channel to 1. The TBN App is home to the largest library of Christian media. World Normal Node. {"payload":{"allShortcutsEnabled":false,"fileTree":{"ModelViewer/Assets/Shaders":{"items":[{"name":"pbrpixel. Really a little. 2. About half a year ago, our team at work that develops the engine decided to try and switch from the proprietary Maya export plugin (it exported geometry, animation and materials) to COLLADA. . Home Programs Movies Teachers Live. That's a bit wasteful, it would be much better to cat all shaders into the same file and load that. {"payload":{"allShortcutsEnabled":false,"fileTree":{"data/shaders/hlsl":{"items":[{"name":"downsample. Now it is possible to transform the lightvector and compare this vector to your normalmap's vectors. Post useful tutorials and other resources, as well as…WATCH ANYTIME. The S is the latest position of the vertex, the values of v0 and a can be passed to the shader as a uniform variable, the direction of motion can be along the normal direction of the triangle, and. Descargar Max Shader Mod. It offers a ton of high quality effects, two default visual style choices, custom effects for almost every block in the game, profiles ranging from Potato to Ultra and it's designed to. Name Type Options Description; Dropdown:The fragment shader of the lighting pass is largely similar to the lighting chapter shaders we've used so far. As long as the TBN matrix is composed of three unit-length, orthogonal vectors, then it's a. screenPos. escene)-Dynamic Camera ComponentSUBSCRIBE AND LIKE😁👍Download :Archives: tbn Normal Mapping without Precomputed Tangent Space Vectors. 4. The Book of Shaders: Running your shader. 根据矩阵的逆的性质, t b n tbn tbn 矩阵的逆矩阵可以用来将矢量从世界空间转换到 t b n tbn tbn 空间中,而 t b n tbn tbn 矩阵是正交化过的,根据正交矩阵的特殊性质(正交矩阵的逆等于其转置),可以轻松求得 t b n tbn tbn 的逆矩阵:Image shaders: fragColor is used as output channel. I want to write a fragment shader to render an object with lightning, but without using the gl_Normal; So I must calculate the normal by myself. frag","path":"lib/shaders/tube. Unpack Scale Normal. 10. These built-in variables (or built-in variables) have special properties. 18. 不同平台使用的法线格式HLSL调用法线贴图注意哪些结构体在顶点结构体中,我们需要获取模型的顶点法线,顶点切线。. The first 3 lines define variables passed in from the program. just another questiif you want to pass these values from the vertex / tesselation / geometry shader to the fragmentshader, you could you “transform feedback” to capture the data into a buffer object. In your bump mapping shader, you've probably passed in rows of your TBN matrix as TexCoord# parameters to your pixel shader (where # is some unique integer), just like you would pass in the actual texture. Follow. hlsl","contentType. For example, if 3dsmax gives you TBN that does not make sense, COLLADA is not going to fix it. This shader works to add clarity and. This already saves you half the memory bandwidth and the n=2n-1 calculation in the shader. Now I wanted to get the shadow data in the shader graph, to set the specular color to black where the shadows are, that it doesn't appear. Go to the video settings in the options. Yami Asks: No shadows from calculated normal map I have been trying to get lighting to work with my grass shader and I wanted to add somewhat a normal. A空间的基向量在B空间的表示按列排序,就成了A到B空间的转换矩阵. –I am trying to figure out a way where it would be possible to get that value outside the shader so the script can set a property to offset: float offset = GetTimeFromShader (); material. bgolus, Dec 11, 2019. xyz); mat3 tbn = mat3 (t, b, n); We take the TBN matrix that transforms any vector from tangent to world space, give it to the fragment shader, and transform the sampled normal from tangent space to world space using the TBN matrix; the normal is then in the same space as the other lighting variables. 想要解决这种情况,就需要把同一个空间位置的不同顶点求各个面的平均法线,作为顶点的法线,这种法线叫平滑法线。求完平滑法线后,转换到TBN空间再保存的mesh中。在shader中将平滑法线转换到TBN空间,再想应用正常的法线一样做描边计算即可。AboutFragment (or texture) shaders define RGBA (red, green, blue, alpha) colors for each pixel being processed — a single fragment shader is called once per pixel. 这里根据具体问题做出笔记。. Una app muy valorada por la comunidad también cuenta con varios shaders para Minecraft PE. 虽然看了很多网络上Shader的教程,但是这些教程总是缺点什么东西,看过之后还是一知半解,所以这里再次做了一下试验,以及添加个人的理解,不对的地方以后慢慢学习。. Runs on. 16+) freshwater shaders is a powerful shaders pack that is as stunning as it appears. omegax3. They aren’t pixels yet, since the output still has to past several tests (depth, alpha, stencil) as well as the fact that one may be using antialiasing, which renders one-fragment-to-one-pixel non-true. Go to the video settings in the options. 1. In this example this block is empty // because the output color is predefined in the fragment. In the shader for the geometry, populate the texture slots as follows: tex0 – Albedo colour map. This page contains information on using a Tags block in your ShaderLab Unity’s language for defining the structure of Shader objects. Hola gente bienvenidos al canal, hoy les traigo un ️TBN SHADER para MINECR. 在做blinn-phong光照计算时,法线信息必不可少。 Geometry shader debugger. Textura Feluxis Ultra Realista HD 128x128 (Photorealism) MCPE 1. If the shader was on the particle systems themselves instead of a rendertexture, you could have the particle system create a normal map that the shader could use, since the particle system knows things like particle velocity, droplet size, etc. 评论 0. Create a new material, select DELTation/Toon Shader in the shader menu. Defines a constant Matrix 4x4 value for a common Transformation Matrix in the shader. Deleted User, Apr 2, 2013 #1. I am seeing some weird behavior with my shading normals after calculating the tangents inside my fragment shader as in Sascha Willems example. . Move the downloaded ZIP file into this folder (. The normal itself gets generated in the Geometry Shader when I create the tri’s. 3(最新版)共计2条视频,包括:Amplify your Game、Amplify Shader Editor等,UP主更多精彩视频,请关注UP账号。. The user material is stored in the *. When combined in a material with a colour map (the Albedo map) and applied to the surface. Donate. DrDestens Shaders. I only need to update the gl_Layer in the geometry shader so i guess the extension should bring some decent speed improvement. I just released the first version of GLSL Hacker and the support of precomputed tangent vectors is among the zillion of features that are missing in this first version.