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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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