GLSL & Inverse matrices

Is there ANY way to get an inverse/transpose of the modelview matrix in GLSL, with out blowing all my constants or texture coords? I need access to it in a fragment shader, and the ‘normal’ matrix isn’t enough (it’s only the upper 3x3).

Something that disappointed me about the spec is that there isn’t any varible in the fragment shader for this kind of access (like in the ARB_fp extension), and no matrix functions for getting inverse. Unless of course I missed something…

I mentioned this when the spec was approved in juni or so