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#version 120
uniform mat4 modelViewMatrix;
uniform mat4 mvpMatrix;
uniform mat3 normalMatrix;
uniform vec3 lightDirection;
uniform vec4 ambientColor;
uniform vec4 diffuseColor;
attribute vec3 position;
attribute vec3 normal;
attribute vec3 tangent;
attribute vec3 bitangent;
attribute vec2 texCoord;
attribute vec4 color;
varying vec2 TexCoord;
varying vec3 LightDir;
varying vec3 ViewDir;
varying vec3 N;
varying vec3 t;
varying vec3 b;
varying vec3 v;
varying vec4 A;
varying vec4 C;
varying vec4 D;
void main( void )
{
gl_Position = mvpMatrix * vec4(position, 1.0);
TexCoord = texCoord;
N = normalize(normalMatrix * normal);
t = normalize(normalMatrix * tangent);
b = normalize(normalMatrix * bitangent);
v = vec3(modelViewMatrix * vec4(position, 1.0));
mat3 tbnMatrix = mat3(b.x, t.x, N.x,
b.y, t.y, N.y,
b.z, t.z, N.z);
ViewDir = tbnMatrix * -v;
LightDir = tbnMatrix * lightDirection;
A = ambientColor;
C = color;
D = diffuseColor;
}
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