precision highp float; uniform mat4 Modelview; uniform mat4 Projection; layout (location = 0) in vec3 vPosition; layout (location = 2) in vec4 vTangent; out vec4 Tangent; void main() { Tangent = vec4(Tangent.xyz = mat3(Modelview) * vTangent.xyz, vTangent.w); gl_Position = Projection * Modelview * vec4(vPosition, 1.0); }