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

out vec4 passVertex;
out vec4 passShadowCoord;
out vec4 passFragCoord;

void main()
{

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

out vec2 passTexCoords;
