#version 330 core layout(location = 0) in vec4 pos; layout(location = 1) in vec3 normal; layout(location = 3) in vec4 multitexcoord0; layout(location = 5) in vec4 multitexcoord2; out vec3 vN; out vec2 texcoord; out vec2 orthophoto_texcoord; uniform mat4 osg_ModelViewProjectionMatrix; uniform mat3 osg_NormalMatrix; void main() { gl_Position = osg_ModelViewProjectionMatrix * pos; vN = normalize(osg_NormalMatrix * normal); texcoord = multitexcoord0.st; orthophoto_texcoord = multitexcoord2.st; }