Several shaders (like parallaxAt) refer to the normal, tangent and binormal as vertex input parameters. The normals can be either calculated automaticaly or defined in the vertex tag:
<v x="-6.878592" y="-1.970000" z="2.705635" u="0.138820" v="-0.683297" nx="-0.000000" ny="0.000000" nz="-1.000000"/>
this is clear, but how about the tangents and binormals?