uniform mat4 ModelViewProjectionMatrix; uniform mat4 TransposeInverseModelView; #if __VERSION__ >= 130 in vec3 Position; in vec2 Texcoord; in vec3 Tangent; in vec3 Bitangent; out vec3 tangent; out vec3 bitangent; out vec2 uv; #else attribute vec3 Position; attribute vec2 Texcoord; attribute vec3 Tangent; attribute vec3 Bitangent; varying vec3 tangent; varying vec3 bitangent; varying vec2 uv; #endif void main() { uv = Texcoord; tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz; bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz; gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); }