Multiply a vec3 by modelview matrix

glsl, lwjgl, opengl, vector-graphics

Solution

No. gl_ModelViewMatrix is a mat4. You need to multiply it by a vec4 (with 1 in w).

Problem

I have a 3D coordinate I want to transform by the modelVeiw matrix to get into view space in a GLSL shader. The point is defined in the shader, and is not affected by OpenGL's transformations. Is there anyway to do something like gl_ModelViewMatrix*(vec3 name)?

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