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#version 330 core
layout(location = 0) in vec3 apos;
layout(location = 1) in vec3 anormal;
layout(location = 2) in vec2 atex_coords;
layout(location = 3) in vec3 atangent;
layout(location = 4) in vec3 abitangent;

out VS_OUT {
	vec3 frag_pos;
	vec2 tex_coords;
	vec3 tangent_light_pos;
	vec3 tangent_view_pos;
	vec3 tangent_frag_pos;
} vs_out;

uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;

uniform vec3 light_pos;
uniform vec3 view_pos;

void main(void)
{
	gl_Position = proj*view*model*vec4(apos, 1.0);
	vs_out.frag_pos = vec3(model*vec4(apos, 1.0));
	vs_out.tex_coords = atex_coords;

	vec3 T = normalize(mat3(model)*atangent);
	vec3 B = normalize(mat3(model)*abitangent);
	vec3 N = normalize(mat3(model)*anormal);
	mat3 TBN = transpose(mat3(T, B, N));

	vs_out.tangent_light_pos = TBN*light_pos;
	vs_out.tangent_view_pos = TBN*view_pos;
	vs_out.tangent_frag_pos = TBN*vs_out.frag_pos;
}