attribute vec3 vPosition;
attribute vec3 Normal;
attribute vec3 Tangent;
attribute vec3 Binormal;
attribute vec2 vTexCoord;

uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform vec3 CamPos;

varying vec2 texCoord;
varying vec3 camVec;
varying vec3 normVec;
varying vec3 posVec;

void main() 
{
	//480x320
	gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
	texCoord = vTexCoord;
	
	vec3 cVec = (CamPos - vPosition.xyz);
	
	mat3 rot;
	rot[0] = Tangent;
	rot[1] = Binormal;
	rot[2] = Normal;
	
	camVec =  cVec * rot;
	
	normVec = Normal;
	
	posVec = vPosition.xyz;
}