hybr wrote:
> Hi
> if you dont need camera view matrix in shaders (i believe you need only 
> projection matrix for your task):
> you can place this geode under matrix transform with reference frame set to 
> ABSOLUTE_RF, and position it somewhere in front of camera with identity view 
> matrix, this should solve culling issues.
> or you can even add ortho projection here and pass camera projection matrix 
> via uniform for calculations in shader.
> 

I need gl_ModelViewMatrix and gl_ProjectionMatrix. Not sure what you mean by 
"camera view matrix". But I could probably reroute these from the camera to the 
shaders in a node fixed to the front of the camera, as you said.

Thanks for the tip!

Tony

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