OGRE_NATIVE_GLSL_VERSION_DIRECTIVE #include OGRE_UNIFORMS( uniform mat4 worldViewProj; ) MAIN_PARAMETERS IN(vec4 vertex, POSITION) IN(vec3 normal, NORMAL) IN(vec3 tangent, TANGENT) IN(vec3 uv0, TEXCOORD0) // uniform mat4 worldViewProj; // attribute vec4 vertex; // attribute vec3 normal; // attribute vec4 tangent; // attribute vec2 uv0; MAIN_DECLARATION // void main() { // gl_Position = mul(worldViewProj, position); gl_Position = worldViewProj * vertex; }