I am trying to get the world / local position of a vertex but I only get the screenSpace value, what I am missing?
vertexShader: /* glsl */ `
varying vec2 vUv;
uniform float opacity;
varying vec3 p;
void main() {
vUv = uv;
p = modelView * vec4(position, 1.0);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,