Hi Sebastian, I was under the impression that the "layout(...) in ..." command was essentially a variable declaration and that hence only the location and type needed to match. I now also changed the name, this does not seem to have any effect though..
new vertex shader code: Code: #version 330 core layout(location = 0) in vec4 osg_Vertex; layout(location = 1) in vec3 osg_Normal; layout(location = 2) in vec4 osg_Color; layout(location = 3)in vec4 osg_MultiTexCoord0; layout(location = 4)in vec4 osg_MultiTexCoord1; layout(location = 5)in vec4 osg_MultiTexCoord2; layout(location = 6)in vec4 osg_MultiTexCoord3; layout(location = 7)in vec4 osg_MultiTexCoord4; layout(location = 8)in vec4 osg_MultiTexCoord5; layout(location = 9)in vec4 osg_MultiTexCoord6; layout(location = 10)in vec4 osg_MultiTexCoord7; out vec3 Normal; out vec2 TexCoords; out vec3 WorldPos; uniform mat4 osg_ModelViewMatrix; uniform mat3 osg_NormalMatrix; uniform mat4 osg_ProjectionMatrix; void main() { gl_Position = osg_ProjectionMatrix * osg_ModelViewMatrix * osg_Vertex; WorldPos = (osg_ModelViewMatrix * osg_Vertex).xyz; Normal = osg_NormalMatrix * osg_Normal; TexCoords = osg_MultiTexCoord0.xy; } If I use the shader without the UseVertexAttributeAliasing enabled I see red silhouettes for the different models, when looking at the normals texture output (as if all normals are <1,0,0> ), which I expect is caused by the shader reading wrong on unitialized attributes. with UseVertexAttributeAliasing enabled I get no output. Thank you! Cheers, antiro ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=71588#71588 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org