#version 130 uniform mat4 ModelViewProjectionMatrix; uniform mat4 TransposeInverseModelView; in vec3 Position; in vec2 Texcoord; in vec3 Tangent; in vec3 Bitangent; noperspective out vec3 tangent; noperspective out vec3 bitangent; out vec2 uv; void main() { uv = Texcoord; tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz; bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz; gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); }