Hi all,

I have a simple RTT setup. works great but when I setup OSG to turn on the vertex attribute aliasing and allow OSG to provide gl_ inputs via the osg_ prefix my shader breaks. No errors. Can't even get a red colour on my test quad.

Can anyone see what I'm doing wrong? Can I still use glFragData?


vert:

#version 430 compatibility
layout (location = 1) in vec3 Position;
layout (location = 0) in vec2 TexCoord;


uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform vec4 osg_Vertex;

in float time;

void main() {

     gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;

}


frag:

//test

#version 430 compatibility
void main() {

gl_FragData[0] = vec3(1.0,0.0,0.0,0.0);

}

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