#version 330 core layout(location = 0) in vec4 pos; layout(location = 1) in vec3 normal; layout(location = 3) in vec4 multiTexCoord0; out vec2 texCoord; out mat3 TBN; uniform mat4 osg_ModelViewProjectionMatrix; uniform mat3 osg_NormalMatrix; attribute vec3 tangent; attribute vec3 binormal; void main() { gl_Position = osg_ModelViewProjectionMatrix * pos; texCoord = multiTexCoord0.st; vec3 T = normalize(osg_NormalMatrix * tangent); vec3 B = normalize(osg_NormalMatrix * binormal); vec3 N = normalize(osg_NormalMatrix * normal); TBN = mat3(T, B, N); }