2013-12-18 19:13:17 -05:00
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#version 130
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noperspective out vec3 tangent;
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noperspective out vec3 bitangent;
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noperspective out vec3 normal;
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2012-01-15 11:37:15 -05:00
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void main()
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{
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2013-12-19 18:58:26 -05:00
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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2013-12-18 19:13:17 -05:00
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normal = gl_NormalMatrix * gl_Normal;
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tangent = gl_NormalMatrix * gl_MultiTexCoord1.xyz;
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bitangent = gl_NormalMatrix * gl_MultiTexCoord2.xyz;
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2012-01-15 11:37:15 -05:00
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gl_Position = ftransform();
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2013-12-19 18:58:26 -05:00
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}
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