#version 330 core layout(location = 0) in vec4 pos; out vec3 vRayDir; out vec3 vRayDirView; uniform mat4 osg_ModelViewMatrix; uniform mat4 osg_ModelViewProjectionMatrix; void main() { gl_Position = osg_ModelViewProjectionMatrix * pos; vRayDir = normalize(pos.xyz); vRayDirView = (osg_ModelViewMatrix * vec4(vRayDir, 0.0)).xyz; }