How do I get a 'model reference' space position of the earth?
I'm trying to get 'reference' position of the actual model of the globe instead of using the model space position as it's wreaking havoc with my projection textures (i.e. they are tiling like the terrain is). I want to project a texture using my own uniform matrix but transforming the model space vertex changes with the tiles. Ideally, I want a reference vertex position that never changes and can be accessed by the shaders.
I put just a regular texture on the globe using gl_MultiTexCoord0 as the texture coordinates, and this texture also tiles when zooming in and repeats. I want a static unchanging texture as if it was on a sphere and I zoom in.