#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; out vec3 ecPos; uniform mat4 osg_ModelViewMatrix; uniform mat4 osg_ModelViewProjectionMatrix; uniform mat3 osg_NormalMatrix; uniform bool flip_vertically; void main() { gl_Position = osg_ModelViewProjectionMatrix * pos; texCoord = multiTexCoord0.st; if (flip_vertically) texCoord.y = 1.0 - texCoord.y; vec3 T = normalize(osg_NormalMatrix * tangent); vec3 B = normalize(osg_NormalMatrix * binormal); vec3 N = normalize(osg_NormalMatrix * normal); TBN = mat3(T, B, N); ecPos = (osg_ModelViewMatrix * pos).xyz; }