nuclear@35: attribute vec3 attr_tangent; nuclear@35: nuclear@35: varying vec3 pos, norm, tang; nuclear@20: nuclear@18: void main() nuclear@18: { nuclear@18: gl_Position = ftransform(); nuclear@20: nuclear@20: pos = (gl_ModelViewMatrix * gl_Vertex).xyz; nuclear@20: norm = gl_NormalMatrix * gl_Normal; nuclear@35: tang = gl_NormalMatrix * attr_tangent; nuclear@20: nuclear@18: gl_TexCoord[0] = gl_MultiTexCoord0; nuclear@18: }