attribute vec3 tangent;
attribute vec3 bitangent;

varying vec3 v;
varying mat3 rotation;
varying vec2 texCoord;

void main(void)
{
   v = (gl_ModelViewMatrix * gl_Vertex).xyz;       
   rotation = mat3(normalize(gl_NormalMatrix * tangent), normalize(gl_NormalMatrix * bitangent), normalize(gl_NormalMatrix * gl_Normal));

   texCoord = gl_MultiTexCoord0.st;
   
   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
