nuclear@41: attribute vec3 attr_tangent; nuclear@41: nuclear@41: varying vec3 pos, norm, tang; nuclear@41: nuclear@41: void main() nuclear@41: { nuclear@41: gl_Position = ftransform(); nuclear@41: pos = (gl_ModelViewMatrix * gl_Vertex).xyz; nuclear@41: norm = gl_NormalMatrix * gl_Normal; nuclear@41: tang = gl_NormalMatrix * attr_tangent; nuclear@41: nuclear@41: gl_TexCoord[0] = gl_MultiTexCoord0; nuclear@41: }