vec3 world_binormal = cross(world_normal, world_tangent);
out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal);
- vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz;
+ vec3 eye_pos = world_eye_matrix[3].xyz;
out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
out float fog_coord = eye_vertex.z;