#version 330 core layout(location = 0) in vec4 pos; layout(location = 1) in vec3 normal; layout(location = 3) in vec4 multitexcoord0; layout(location = 6) in vec3 tangent; layout(location = 7) in vec3 binormal; out vec2 texcoord; out mat3 TBN; uniform int normalmap_enabled; uniform mat4 osg_ModelViewProjectionMatrix; uniform mat3 osg_NormalMatrix; void main() { gl_Position = osg_ModelViewProjectionMatrix * pos; texcoord = multitexcoord0.st; vec3 N = normalize(normal); vec3 T, B; if (normalmap_enabled > 0) { T = tangent; B = binormal; } else { T = cross(N, vec3(1.0, 0.0, 0.0)); B = cross(N, T); } TBN = mat3(normalize(osg_NormalMatrix * T), normalize(osg_NormalMatrix * B), normalize(osg_NormalMatrix * N)); }