I've reached normal maps as I was learning OpenGL, and I decided to calculate the tangents on the CPU.
The issue is that my lighting uses custom structs and it would be impractical to do TBN calculations on the fragment shader when I can do it on the vertex shader itself. This means I need to transfer over my structs into the vertex shader. Then I need to pass them to the fragment shader in the same struct format but only the data in tangent space.
How can I achieve this?