Hi Michael,

try using a osg::vec2 instead of a float for your "vertex_shader_attribute".
Recently I had a similar problem. I received wrong values when 
associating a vertex attribute array of floats with a vertex array and 
trying to read the floats in the shader.
Using a vec2 instead and just reading the first component 
(vertex_shader_attribute.x) resolved the issue.

Hope this helps,
Daniel

Schmidt, Michael M wrote:
> Hi,
>  
> I'm getting odd behavior with a vertex shader.  The following 
> pseudo-code snippets do not produce the same results.  Can anyone tell 
> me why?
>  
> Program 1:
>
>     //Outside the shader, set a shader attribute to negative offset.
>     vertex_shader_attribute = -offset;
>     ...
>     //Then in the shader, set temp to the attribute.
>     temp = vertex_shader_attribute;
>      
>
> Program 2:
>
>     //Outside the shader, set a shader attribute to the vertex x minus
>     an offset
>     vertex_shader_attribute = vertex.x - offset;
>     ...
>     //Then in the shader, set temp to attribute minus gl_Vertex x.
>     temp = vertex_shader_attribute - gl_Vertex.x;
>
>  
> The "temp" should be set to -offset in both cases, but I'm not seeing 
> the same behavior in my app.  The "temp" value is the only thing that 
> changes between programs.
>  
> Is gl_Vertex equal to the vertex passed into geom->setVertexArray()?
>  
> Thanks,
> Mike
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