 out vec4 passVertex;
 out vec4 passShadowCoord;
 out vec4 passFragCoord;
+out vec3 passVTan;
+out vec3 passUTan;
 
 void main()
 {

in vec4 inVertex;
in vec2 inTexCoords;
in vec3 inNormal;
in int inPartPosIndex;		// only used for particles.

out vec2 passTexCoords;

	passTexCoords = inTexCoords;
	passNormal = inNormal;
	passShadowCoord = uLightMatrix * uModelMatrix * uObjectMatrix * inVertex;
	passVTan = inVTan;
	passUTan = inUTan;
	vec4 fragCoord = uProjectionMatrix * uViewMatrix * uModelMatrix * uObjectMatrix * inVertex;
	if (uIsParticle == 1)
	{
