attribute vec3 vPosition;
attribute vec2 vTexCoord;

uniform	vec3 eye;

uniform mat4 ModelViewMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix1;
uniform mat3 ModelViewMatrix3x3;

varying vec2 frag_uv;
varying vec3 ts_light_pos; // Tangent space values
varying vec3 ts_view_pos;  //
varying vec3 ts_frag_pos;  //


mat3 transpose(in mat3 inMatrix)
{
    vec3 i0 = inMatrix[0];
    vec3 i1 = inMatrix[1];
    vec3 i2 = inMatrix[2];

    mat3 outMatrix = mat3(
        vec3(i0.x, i1.x, i2.x),
        vec3(i0.y, i1.y, i2.y),
        vec3(i0.z, i1.z, i2.z)
    );

    return outMatrix;
}


void main() 
{
	vec3 vert_norm = vec3(0, 1, 0);
	vec3 vert_tang = vec3(1, 0, 0);
	vec3 vert_bitang = vec3(0, 0, 1);
	
	mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
	
	gl_Position = mvp * vec4(vPosition.xyz, 1.0);
	
	ts_frag_pos = vec3(ModelViewMatrix * vec4(vPosition.xyz, 1.0));
	
	vec3 t = normalize((NormalMatrix) * vert_tang);
    vec3 b = normalize((NormalMatrix) * vert_bitang);
    vec3 n = normalize((NormalMatrix) * vert_norm);
    mat3 tbn = transpose(mat3(t, b, n));
	
	
    ts_light_pos = tbn * vec3(1,2,0);

    //ts_view_pos = tbn * eye;
	ts_view_pos = tbn * vec3(0,0,0);
    ts_frag_pos = tbn * ts_frag_pos;

	
	frag_uv = vTexCoord;
	
}