#version 330 core layout(location = 0) in vec4 pos; layout(location = 1) in vec3 normal; layout(location = 3) in vec4 multitexcoord0; out VS_OUT { vec2 texcoord; vec3 vertex_normal; vec3 view_vector; vec3 rawpos; } vs_out; uniform mat4 osg_ModelViewMatrix; uniform mat4 osg_ModelViewProjectionMatrix; uniform mat3 osg_NormalMatrix; void main() { gl_Position = osg_ModelViewProjectionMatrix * pos; vs_out.texcoord = multitexcoord0.st; vs_out.vertex_normal = osg_NormalMatrix * normal; vs_out.view_vector = (osg_ModelViewMatrix * pos).xyz; vs_out.rawpos = pos.xyz / pos.w; }