#version 130 noperspective out vec3 tangent; noperspective out vec3 bitangent; noperspective out vec3 normal; void main() { gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; normal = gl_NormalMatrix * gl_Normal; tangent = gl_NormalMatrix * gl_MultiTexCoord1.xyz; bitangent = gl_NormalMatrix * gl_MultiTexCoord2.xyz; gl_Position = ftransform(); }