varying vec3 normal; varying vec3 tangent; varying vec3 binormal; varying vec4 pos; varying vec4 rawpos; varying vec4 vertexColor; attribute vec3 vTangent; void main() { normal = normalize(gl_NormalMatrix * gl_Normal); tangent = normalize(gl_NormalMatrix * vTangent); binormal = normalize(cross(normal, tangent)); gl_Position = ftransform(); pos = gl_ModelViewMatrix * gl_Vertex; rawpos = gl_Vertex; vertexColor = gl_Color; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }