So, I'm creating a special shader to render some objects using raymarching!
I succeded to render everything normally on a cube (MeshInstance),
however, the camera inside the shader used a different transform than the one in the actual scene.
In order to fully render, let's say, a sphere inside the cube I'd need to have the camera position (which I have) and the fragment's position in the world (similarly to how SCREEN_UV gives a vec2 for the fragment's position on screen, I want a vec3 for the fragment's position in the world):
Also, if possible as well, the fragment's position related to the mesh itself (e.g., how UV is relative to the node and SCREEN_UV is relative to the screen).
Thank you in advance <3!