Hi Nikolai,

If you are using a GL2 build of the OSG then you can just use the built-ins
like gl_ModelViewMatrix.  If you are using GL3/GLCoreProfile or GLES2 then
you'll tell the OSG to provide osg_ModelViewMatrix etc. in place of the
gl_ModelViewMaitrx etc.


You can tell the OSG to provide the osg_ variations by setting the
osg::State::setUseModelViewAndProjectionUniforms(true), but if your are
building the OSG using GLES2/GLES3 or GL3/GLCoreProfile then this setting
will be true by default.

Have a look at the osgshaders and osgsimplegl3 examples.

Robert.

On 5 October 2017 at 05:19, Nikolai Christensen <[email protected]>
wrote:

> Hi,
>
> I need a matrix for the transform from root scene node to the node where
> the mesh the shaders currently are operating on is in.
>
> Does OSG pass such a matrix automatically to the shaders?
> If yes, is there other uniforms passed and is there a list of them
> somewhere?
>
> Sorry if my question is dumb, I am new to shaders.
>
> Thank you!
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72103#72103
>
>
>
>
>
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