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+#version 420
+
+in layout(location=0) vec3 position;
+in layout(location=1) vec2 Texture_UV;
+in layout(location=2) vec3 normal;
+in layout(location=3) vec3 tangent;
+
+uniform mat4 M_MVP; /* Total Transform matrix */
+uniform mat4 M_model; /* Model to world space transformation matrix */
+
+uniform vec3 lightPosition[4];
+uniform vec3 World_eyePosition;
+
+out vec2 Fragment_UV;
+out vec4 Fragment_Color;
+out vec3 toLightVector[4];
+out vec3 toEyeVector;
+out vec3 tangent0;
+
+void main()
+{
+ /*We add a 0 on the vec4 so we can remove the translation from the matrix
+ (WE DONT WANT THE NORMAL TO BE TRANSLATED) */
+ vec3 n = normalize( (M_model * vec4(normal, 0.0)).xyz );
+ vec3 t = normalize( (M_model * vec4(tangent, 0.0)).xyz );
+
+ /* Orthogonalization */
+ t = normalize(t - dot(t, n) * n);
+
+ vec3 biTangent = normalize( cross(t, n) );
+
+ /* Matrix use by normal mapping */
+ mat3 tbnMatrix = mat3(t, biTangent, n);
+ tbnMatrix = transpose(tbnMatrix);
+
+ vec3 World_Position = vec3(M_model * vec4(position, 1.0));
+
+ for(int i = 0; i < 4; i++)
+ {
+ /* vector que apunta hacia la luz*/
+ toLightVector[i] = tbnMatrix * (lightPosition[i] - World_Position);
+ }
+ /* Vector hacia el ojo*/
+ toEyeVector = normalize( tbnMatrix * (World_eyePosition - World_Position) );
+
+ gl_Position = M_MVP * vec4(position, 1.0);
+
+ Fragment_UV = vec2(Texture_UV.x, 1 - Texture_UV.y); /*Invert y axis*/
+ tangent0 = tangent;
+}