#version 140 precision highp float; in vec4 vertex; in vec3 normal; in vec3 tangent; in vec2 texture; uniform mat4 c3d_mtxProjection; uniform mat4 c3d_mtxModel; uniform mat4 c3d_mtxView; uniform mat3 c3d_mtxNormal; out vec2 vtx_texture; out vec3 vtx_vertex; out vec3 vtx_tangent; out vec3 vtx_binormal; out vec3 vtx_normal; out mat4 vtx_mtxModelView; out vec3 vtx_eyeVec; void main() { vtx_mtxModelView = c3d_mtxView * c3d_mtxModel; mat3 TBN_Matrix; vec3 binormal = cross( tangent, normal ); vtx_tangent = normalize( c3d_mtxNormal * tangent ); vtx_binormal = normalize( c3d_mtxNormal * binormal ); vtx_normal = normalize( c3d_mtxNormal * normal ); TBN_Matrix[0] = vtx_tangent; TBN_Matrix[1] = vtx_binormal; TBN_Matrix[2] = vtx_normal; vtx_vertex = (vtx_mtxModelView * vertex).xyz; vtx_texture = texture.xy; vtx_eyeVec = -vtx_vertex * TBN_Matrix; gl_Position = c3d_mtxProjection * vtx_mtxModelView * vertex; }