Is there any solution to the performance slowdown issue with normalmapping?
It's not even related to the specular calculation but just the texture fill itself.
Meaning if I have something like this:
vec4 colour = texture2D( F_color_texture, f_TexCoord );
vec3 normal = texture2D( F_bumpmap_texture, f_TexCoord );
final = colour * normal;
Then I experience the slowdown issue. Drops from 260 to 130