Store the "world" uniform shader parameter to be reused

I have a small shader that uses “world” parameter (vPos = (world * vec4(position, 1.0)).xyz;)

but I need to reuse that and I was wondering what could be the best way since I don’t know how to get it in Babylon from outside the shader code.

Regards!

It’s simply mesh.getWorldMatrix().

2 Likes