varying vec4 rawposIn; varying vec3 NormalIn; varying vec3 VTangentIn; varying vec3 VBinormalIn; attribute vec3 tangent; attribute vec3 binormal; void main(void) { rawposIn = gl_Vertex; NormalIn = normalize(gl_Normal); VTangentIn = gl_NormalMatrix * tangent; VBinormalIn = gl_NormalMatrix * binormal; gl_FrontColor = gl_Color; gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }