#version 330 core layout(location = 0) in vec4 pos; layout(location = 2) in vec4 vertex_color; out VS_OUT { vec4 color; vec3 view_vector; } vs_out; uniform mat4 osg_ModelViewMatrix; uniform mat4 osg_ModelViewProjectionMatrix; void main() { gl_Position = osg_ModelViewProjectionMatrix * pos; vs_out.color = vertex_color; vs_out.view_vector = (osg_ModelViewMatrix * pos).xyz; }