Hi, I’ve been getting a bit confused working with shaders in jme when it comes to names. In tutorials I keep seeing different names.

So for example, from the lighting shader

uniform mat4 g_WorldViewProjectionMatrix; I think this is called the ModelViewProjectionMatrix in opengl?

and so

uniform mat4 g_WorldViewMatrix; this would be the ModelViewMatrix?

What I want to do is find the position of the vertex being processed in the vertex shader. By position I ‘think’ I mean the world space position.

I’m assuming that

attribute vec3 inPosition;

is in object space, so I believe I need to multiply it by the ModelViewMatrix (so world in this case?), and then by the inverse ViewMatrix.

```
vec4 posWorld = g_WorldViewMatrix * vec4(inPosition, 0.0);
mat4 inv = inverse(g_ViewMatrix);
posWorld = posWorld * inv;
```

This has not gone well for me, getting confused. Can anyone tell me where I am going wrong?