OGRE_NATIVE_GLSL_VERSION_DIRECTIVE #include OGRE_UNIFORMS( uniform mat4 world; uniform mat4 worldViewProj; ) MAIN_PARAMETERS IN(vec4 vertex, POSITION); OUT(vec4 vposition, POSITION); OUT(vec3 positionWS, TEXCOORD0); MAIN_DECLARATION { vposition = mul(worldViewProj, vertex); positionWS = mul(world, vertex).xyz; gl_Position = vposition; }