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Home/ Questions/Q 1089769
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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T23:16:24+00:00 2026-05-16T23:16:24+00:00

I have this code which is context #version 330 core gl_Position = PerspectiveViewMatrix(90.0, AspectRatio,

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I have this code which is context “#version 330 core”

gl_Position =           PerspectiveViewMatrix(90.0, AspectRatio, 0.01, 1000.0  )


                        *    TranslationMatrix(0, 0, -4 -0.35*MouseWheel)        


                        *    RotationMatrix(MouseMovement.y, X_AXIS)        
                        *    RotationMatrix(-MouseMovement.x, Y_AXIS)    
                        *    RotationMatrix(float(Strafing*3), Z_AXIS)    


                        *    TransformationMatrix

                        *    in_Vertex;

Which part of it is old gl_ModelViewMatrix and which part is gl_ModelViewProjectionMatrix? (What is gl_ProjectionMatrix that was used to create ModelViewProjection?)

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  1. Editorial Team
    Editorial Team
    2026-05-16T23:16:25+00:00Added an answer on May 16, 2026 at 11:16 pm

    I’m not too familiar with GLSL 3.3, but I bet that PerspectiveViewMatrix (is it even builin functionality?) constructs matrix that replaces old builtin gl_ProjectionMatrix

    gl_ModelViewMatrix in general is the product of object’s transformation matrix in world space and its own “local” transformation, so it can be defined as the product of TranslationMatrix, RotationMatrix and TransformationMatrix.


    You need to send all the matrices to the shader yourself, e.g. as uniforms. These matrices you need to build yourself (e.g. using GLM). Lazy example for a projection matrix:

    // in your app
    
    std::array<GLfloat, 16> projection;
    
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    gluOrtho(...);
    glGetFloatv(GL_PROJECTION_MATRIX, projection.data());
    glPopMatrix();
    
    glUniformMatrix4fv(glGetUniformLocation(ShaderProgramID, "ProjectionMatrix"), 1, GL_FALSE, projection.data());
    
    // in vertex shader
    
    uniform mat4 ProjectionMatrix;
    in vec4 InVertex;
    
    void main() {
        gl_Position = ProjectionMatrix * InVertex;
    }
    
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