#version 150 in vec4 vertex; in vec3 normal; in vec3 tangent; in vec3 bitangent; out vec4 vtx_normal; out vec4 vtx_tangent; out vec4 vtx_bitangent; void main() { gl_Position = vertex; vtx_normal = vec4(normal, 0.0); vtx_tangent = vec4(tangent, 0.0); vtx_bitangent = vec4(bitangent, 0.0); }