- varying vec3 Pos;
 - varying vec3 lightvec;
 - varying vec3 T,B,N;
 - uniform vec3 Tangent;
 - void main(void)
 - {
 - Pos = vec3(gl_ModelViewMatrix * gl_Vertex);
 - lightvec = normalize(gl_LightSource[0].position.xyz - Pos);
 - N = normalize(gl_NormalMatrix * gl_Normal);
 - T = normalize(gl_NormalMatrix * Tangent);
 - B = cross (T,N);
 - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
 - gl_TexCoord[0] = gl_MultiTexCoord0;
 - }
 
