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; }