#version 140 precision highp float; in vec3 tangent; in vec4 vertex; in vec3 normal; in vec2 texture; uniform mat4 c3d_mtxProjection; uniform mat4 c3d_mtxModel; uniform mat4 c3d_mtxView; uniform mat3 c3d_mtxNormal; out vec3 vtx_viewVec; out vec3 vtx_eyeVec; out mat4 vtx_mtxModelView; out vec3 vtx_vertex; out vec3 vtx_normal; out vec3 vtx_tangent; out vec3 vtx_binormal; out vec2 vtx_texture; void main() { vtx_mtxModelView = c3d_mtxView * c3d_mtxModel; vtx_texture = texture.xy; vtx_normal = normalize( c3d_mtxNormal * normal ); vtx_tangent = normalize( c3d_mtxNormal * tangent ); vtx_binormal = cross( vtx_normal, vtx_tangent ); vtx_vertex = vec3( vtx_mtxModelView * vertex ); mat3 TBN_Matrix = mat3( vtx_tangent, vtx_binormal, vtx_normal ); vec3 tmpVec = -vtx_vertex; vtx_eyeVec.x = dot(tmpVec, vtx_tangent ); vtx_eyeVec.y = dot(tmpVec, vtx_binormal ); vtx_eyeVec.z = dot(tmpVec, vtx_normal ); vtx_viewVec = (-vtx_vertex) * TBN_Matrix; gl_Position = c3d_mtxProjection * vtx_mtxModelView * vertex; }