#version 330 core layout(location = 0) in vec4 pos; layout(location = 1) in vec3 normal; layout(location = 3) in vec4 multitexcoord0; out vec3 rawpos; out vec2 texcoord; out mat3 TBN; uniform mat4 osg_ModelViewProjectionMatrix; uniform mat3 osg_NormalMatrix; void main() { rawpos = pos.xyz / pos.w; gl_Position = osg_ModelViewProjectionMatrix * pos; texcoord = multitexcoord0.st; vec3 tangent = cross(normal, vec3(1.0, 0.0, 0.0)); vec3 binormal = cross(normal, tangent); vec3 T = normalize(osg_NormalMatrix * tangent); vec3 B = normalize(osg_NormalMatrix * binormal); vec3 N = normalize(osg_NormalMatrix * normal); TBN = mat3(T, B, N); }