Hello all,

I would like to have access to vertex world coordinates in my GLSL vertex 
shader that is attached to an osg::Node.  In GLSL the Model Matrix and the View 
Matrix are combined into the ModelViewMatrix, so you cannot get access to the 
Model Matrix without either passing in the Model Matrix itself or the Inverse 
View Matrix (which could be multiplied by the ModelViewMatrix to get the Model 
Matrix).  I am familiar with how to attach an osg::Uniform to pass uniforms 
into the shader; my question is, what is the best way to obtain either the 
Model Matrix or the Inverse View Matrix from a given osg::Node?  

I think I may be able to use osg::getLocalToWorld() to obtain the Model Matrix?

I have read through this thread:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-April/009903.html
but it doesn't really arrive at a satisfying conclusion and may or may not be 
out of date.  Any advice is appreciated.  Thanks,

-Ethan

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