layout (std140) uniform MatrixesData { mat4 ViewMatrix; mat4 ProjectionMatrix; mat4 InverseViewMatrix; mat4 InverseProjectionMatrix; mat4 ShadowViewProjMatrixes[4]; }; uniform mat4 ModelMatrix; uniform mat4 InverseModelMatrix; #if __VERSION__ >= 330 layout(location = 0) in vec3 Position; layout(location = 3) in vec2 Texcoord; layout(location = 5) in vec3 Tangent; layout(location = 6) in vec3 Bitangent; #else in vec3 Position; in vec2 Texcoord; in vec3 Tangent; in vec3 Bitangent; #endif out vec3 tangent; out vec3 bitangent; out vec2 uv; void main() { mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix; mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix); uv = Texcoord; tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz; bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz; gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); }