uniform vec3 CamPos; uniform mat3 ModelRotateMatrix; uniform vec3 ModelTranslateVector; attribute vec3 Tangent; attribute vec3 Binormal; varying vec2 texCoord; varying vec3 camVec; varying vec3 lightVec; varying vec3 vertexPos; void main() { vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0); gl_Position = gl_ModelViewProjectionMatrix * realVertexPos; texCoord = gl_MultiTexCoord0.st; vec3 lVec = normalize(gl_LightSource[0].position.xyz); vec3 cVec = (CamPos - gl_Vertex.xyz); vertexPos = gl_Vertex.xyz; mat3 rot; rot[0] = normalize(Tangent); rot[1] = normalize(Binormal); rot[2] = normalize(gl_Normal.xyz); rot = ModelRotateMatrix * rot; lightVec = lVec * rot; camVec = cVec * rot; }