attribute vec4 in_vertex; attribute vec3 in_normal; attribute vec4 in_tangent; varying vec3 npos; varying vec3 normal, binormal, tangent; varying vec2 uv; void main() { normal = normalize(gl_NormalMatrix * in_normal); tangent = normalize(gl_NormalMatrix * in_tangent.xyz); binormal = normalize(gl_NormalMatrix * cross(normal, in_tangent.xyz * in_tangent.w)); vec4 localVert = in_vertex; localVert.y *= 0.2; vec4 pos = gl_ModelViewMatrix * localVert; npos = -pos.xyz; uv = in_vertex.xz; gl_Position = gl_ProjectionMatrix * pos; }