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diff --git a/shaders/norsetto-bumptbn_sh_fp.vert b/shaders/norsetto-bumptbn_sh_fp.vert
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-// [config]
-// expect_result: pass
-// glsl_version: 1.10
-//
-// # NOTE: Config section was auto-generated from file
-// # NOTE: 'glslparser.tests' at git revision
-// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
-// [end config]
-
-/*
- * bumpTBN_SH_VP.glsl - transforming to tangent space and computing shadow
- * mapping matrix
- *
- * Simple test GLSL shader
- * Copyright (c) 2007 Cesare Tirabassi <norsetto@ubuntu.com>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; version 3 of the License.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- */
-
-varying vec3 lvec, vvec;
-attribute vec3 tangent, binormal;
-
-void main()
-{
- gl_Position = ftransform();
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
- gl_TexCoord[1] = gl_TextureMatrix[2] * gl_ModelViewMatrix * gl_Vertex;
-
- mat3 TBN = mat3(tangent, binormal, gl_Normal);
-
- lvec = (gl_ModelViewMatrixInverse * gl_LightSource[0].position - gl_Vertex).xyz;
- lvec *= TBN;
-
- vvec = (gl_ModelViewMatrixInverse[3] - gl_Vertex).xyz;
- vvec *= TBN;
-}