I took a look at some tutorials on the internet about how to do normal mapping and they all convert the light direction with into tangent space.
In my shader setup every shader has a "#define NUM_LIGHTS" and a respective array of structs for each light.
Every tutorial I looked at only calculated the lightDir for one light and passing it on with the "out" modifier to the fragment shader.
How would I go about passing, for example, 4 lightDirs to the fragmentShader, without creating a vec3 lightDir0; vec3 lightDir1; etc for each light?
I looked up arrays with out modifier but it seems those dont work on every card?
Hopefully someone can clarify this for me.
Have a nice day!