I'm using "useModelViewAndProjectionUniforms" but I would like to be able to 
use my own variable names.

In a related problem:
I'm using #version 400 in my shaders, and I think that's breaking 
"useVertexAtrtibuteAliasing" code in osg::State. I get the compiler error 
message "declaration of osg_Vertex conflicts with previous declaration". Is 
there any way to tell osg what the name of my vertex variable is? It looks like 
I should be using "State::setUpVertexAttribAlias()" but it's protected.

I worked around this by binding my vertex data to position 0, and not calling 
Geometry::SetVertexArray()

If someone could point me to a correct example of using tessellation shaders in 
osg I may be able to figure this out myself.

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