tbn_light_dir = mat3(normal_matrix*tangent, normal_matrix*binormal, normal_matrix*normal)*light_dir;
gl_Position = view_projection*model*vec4(position, 1.0);
_vs_out_texcoord = texcoord;
tbn_light_dir = mat3(normal_matrix*tangent, normal_matrix*binormal, normal_matrix*normal)*light_dir;
gl_Position = view_projection*model*vec4(position, 1.0);
_vs_out_texcoord = texcoord;