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<p>Hi all,</p>
<p>I have a simple RTT setup. works great but when I setup <span
class="postbody"><span class="postbody">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.</span></span></p>
<p><span class="postbody"><span class="postbody">Can anyone see what
I'm doing wrong? Can I still use glFragData?<br>
</span></span></p>
<p><span class="postbody"><span class="postbody"><br>
</span></span></p>
<p><span class="postbody"><span class="postbody">vert:<br>
</span></span></p>
<p><span class="postbody"><span class="postbody">#version 430
compatibility<br>
layout (location = 1) in vec3 Position; <br>
layout (location = 0) in vec2 TexCoord;<br>
<br>
<br>
uniform mat4 osg_ModelViewMatrix;<br>
uniform mat4 osg_ModelViewProjectionMatrix;<br>
uniform vec4 osg_Vertex;<br>
<br>
in float time;<br>
<br>
void main() {<br>
<br>
gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
<br>
<br>
}</span></span></p>
<p><span class="postbody"><span class="postbody"><br>
</span></span></p>
<p><span class="postbody"><span class="postbody">frag:</span></span></p>
<p><span class="postbody"><span class="postbody">//test<br>
</span></span></p>
<p><span class="postbody"><span class="postbody">#version 430
compatibility</span></span><br>
<span class="postbody"><span class="postbody"><span
class="postbody"><span class="postbody">void main() {</span></span></span></span></p>
<p><span class="postbody"><span class="postbody">gl_FragData[0] =
vec3(1.0,0.0,0.0,0.0);<br>
</span></span></p>
<p><span class="postbody"><span class="postbody">}<br>
</span></span></p>
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