Hi

most straightforward way is to use gl_ModelViewMatrix * osg_ViewMatrixInverse

Cheers.

22.01.2013, 13:16, "Peterakos" <hay...@gmail.com>:
> Hello.
>
> I try to create a multi pass algorithm and i am stuck.
> I use my own view and projection matrix for an absoluted positioned camera.
> But i cant figure out how to handle the World matrix.
> Glsl gives me gl_ModelViewMatrix but i need only the model matrix for
> the current vertex being processed.
>
> How can i retrieve it in osg and pass it in the shader as uniform ?
>
> thank you.
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