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bevy_pbr: Add support for 2-component normal map textures
In another branch there is work on adding calculation of vertex tangents using the mikktspace algorithm. This algorithm works in a precise way and does not normalize the tangent-space normals in order to exactly invert the calculations done when creating the vertex tangent. If this level of precision is needed, then a 3-component normal map must be used. Otherwise, a 2-component normal map may be used, or the vertex tangents must be calculated in such a way as to account for 2-component normal maps and the subsequent derivation of the third component assuming the tangent-space normal is a unit normal.
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