uniform mat4 ModelMatrix; uniform mat4 InverseModelMatrix; uniform mat4 TextureMatrix = mat4(1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.); #if __VERSION__ >= 330 layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; layout(location = 2) in vec4 Color; layout(location = 3) in vec2 Texcoord; layout(location = 4) in vec2 SecondTexcoord; layout(location = 5) in vec3 Tangent; layout(location = 6) in vec3 Bitangent; #else in vec3 Position; in vec3 Normal; in vec4 Color; in vec2 Texcoord; in vec2 SecondTexcoord; in vec3 Tangent; in vec3 Bitangent; #endif out vec3 nor; out vec3 tangent; out vec3 bitangent; out vec2 uv; out vec2 uv_bis; out vec4 color; void main(void) { color = Color.zyxw; mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix; mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix); gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz; tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz; bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz; uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy; uv_bis = SecondTexcoord; }