In the following code if I was doing a conversion what would the objectMatrix be with BJS?

#ifdef GL_ES

precision highp float;

#endif

varying vec2 vUv;

varying vec3 vPos0;

varying vec3 vPos1;

varying vec3 vPos1n;

varying mat4 vObjMatInv;

void main()

{

vUv = uv;

gl_Position = projectionMatrix *

modelViewMatrix *

vec4(position,1.0);

vPos0 = ( objectMatrix * vec4(position, 1.0) ).xyz;

vPos1 = position;

vPos1n = position+vec3(0.5);

//vObjMatInv = inverse(objectMatrix);

}

Right now I have:

attribute vec3 position;

attribute vec3 normal;

attribute vec2 uv;

uniform mat4 worldViewProjection;

uniform float time;

uniform vec2 depthValues;

varying vec3 vPosition;

varying vec3 vPosition1;

varying vec3 vPosition1n;

varying vec2 vUV;

varying float vDepthMetric;

void main() {

vec4 p = vec4( position, 1. );

vPosition = p.xyz;

vUV = uv;

gl_Position = worldViewProjection * p;

```
vPosition = ( objectMatrix * vec4(position, 1.0) ).xyz;
vPosition1 = position;
vPosition1n = position+vec3(0.5);
vDepthMetric = ((gl_Position.z + depthValues.x) / (depthValues.y));
```

}

And am just not sure what to replace objectMatrix with.

I think it is just the gl_position, now that I tried that.