attribute vec3 position;
attribute vec3 normal;
attribute vec3 tangent;
attribute vec3 bitangent;
attribute vec2 texCoord;

uniform mat4 mvp;
//uniform vec3 wLightPos;
uniform vec3 objLightDir;

varying vec2 v_texCoord;
varying vec3 v_lightDir;

void main(void)
{
    	gl_Position = mvp * vec4(position, 1);
    	v_texCoord = texCoord;
	//v_lightDir = mat3(tangent, bitangent, normal) * normalize(wLightPos - position);
	v_lightDir = mat3(tangent, bitangent, normal) * -objLightDir;
}