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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;
+}