attribute vec3 vertexPosition; attribute vec3 vertexNormal; attribute vec2 vertexTexCoord; attribute vec4 vertexTangent; varying vec3 worldPosition; varying vec2 texCoord; varying mat3 tangentMatrix; uniform mat4 modelMatrix; uniform mat3 modelNormalMatrix; uniform mat4 projectionMatrix; uniform mat4 mvp; uniform float texCoordScale; void main() { // Pass through texture coordinates texCoord = vertexTexCoord * texCoordScale; // Transform position, normal, and tangent to world coords vec3 normal = normalize( modelNormalMatrix * vertexNormal ); vec3 tangent = normalize( modelNormalMatrix * vertexTangent.xyz ); worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) ); // Calculate binormal vector vec3 binormal = normalize( cross( normal, tangent ) ); // Construct matrix to transform from eye coords to tangent space tangentMatrix = mat3 ( tangent.x, binormal.x, normal.x, tangent.y, binormal.y, normal.y, tangent.z, binormal.z, normal.z ); // Calculate vertex position in clip coordinates gl_Position = mvp * vec4( vertexPosition, 1.0 ); }