Hi,
Seems like built in osg glsl uniforms like osg_ViewMatrix, 
osg_ViewMatrixInverse projection etc doesn't reflect changes to view and 
projection matrices with split\interlaced stereo modes( where view shifted 
and\or projection sheared depending on current eye ).
Is there any convenient way to get correct view matrix (and inverted one) 
directly in shader or during cull\draw traversal with stereo turned on?

Thank you!

Cheers,
Sergey

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