 varying vec4		var_Color;
 
 
+vec3 QuatTransVec(in vec4 quat, in vec3 vec) {
+	vec3 tmp = 2.0 * cross( quat.xyz, vec );
+	return vec + quat.w * tmp + cross( quat.xyz, tmp );
+}
 
 void	main()
 {

#else

	var_Position = position.xyz;
	var_Normal = attr_Normal.xyz;

#if defined(USE_NORMAL_MAPPING)
	var_Tangent = attr_Tangent.xyz;
	var_Binormal = attr_Binormal.xyz;
#endif

#endif


attribute vec3 		attr_Position;
attribute vec4 		attr_TexCoord0;
attribute vec4		attr_QTangent;
attribute vec4		attr_Color;

uniform mat4		u_DiffuseTextureMatrix;
