#version 130 uniform mat4 ModelViewProjectionMatrix; uniform mat4 TransposeInverseModelView; noperspective out vec3 tangent; noperspective out vec3 bitangent; out vec2 uv; void main() { uv = gl_MultiTexCoord0.st; tangent = (TransposeInverseModelView * gl_MultiTexCoord1).xyz; bitangent = (TransposeInverseModelView * gl_MultiTexCoord2).xyz; gl_Position = ModelViewProjectionMatrix * gl_Vertex; }