hybr wrote:
> As i understand you set your vertex array in osg to vertexattrib slot 0, 
> setup vertexattrib binding for shader program to slot 0 for in_vertex. What 
> result you have when use in_vertex in shader instead of gl_Vertex, exactly? 
> Did you convert your in_vertex to vec4 with w=1.0 in shader?  Shader compiler 
> complains about something or it just dont draw anything?

Yes, I do vec4(in_vertex, 1.0) otherwise the compiler would barf.

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