out vec2 vertex_uv; out vec3 vertex_normal; out vec4 vertex_tangent; out vec3 vertex_pos; void main() { vertex_uv = a_texcoord0; vertex_normal = (u_model * vec4(a_normal.xyz, 0.0)).xyz; vertex_tangent.xyz = (u_model * vec4(a_tangent.xyz, 0.0)).xyz; vertex_pos = (u_model * vec4(a_position.xyz, 1.0)).xyz; gl_Position = u_proj * u_view * u_model * vec4(a_position, 1.0); }