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If the data is not expected to change between gpu threads, then it should be performed on the CPU, and sent to the shader via a uniform. Examples of this include: world to screen transform (sometimes called MVP transform). It is computed by multiplying the model (or world) matrix by the view matrix and then the result by the projection matrix like so: mat4 ...


When rotating your object, make sure you apply rotations around the local axes, not the global ones. Even in your third case, it does look like you are encountering gimbal lock. Here's a demo: extends Spatial func _ready(): $Ship1.angular_velocity = Vector3(1, 0, 0) $Ship2.angular_velocity = Vector3(1, 0, 0) yield(get_tree().create_timer(1.0), "...

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