#version 330 core layout(location = 0) in vec3 apos; layout(location = 1) in vec3 anormal; layout(location = 3) in vec3 atangent; layout(location = 4) in vec3 abitangent; out VS_OUT { vec4 tangent; vec4 bitangent; vec4 normal; } vs_out; uniform mat4 view; uniform mat4 model; void main(void) { vs_out.tangent = view*model*vec4(normalize(atangent), 0.0); vs_out.bitangent = view*model*vec4(normalize(abitangent), 0.0); vs_out.normal = view*model*vec4(normalize(anormal), 0.0); gl_Position = view*model*vec4(apos, 1.0); }