While examining shader examples I recently found that it’s pretty often
to pass the world inverse transpose matrix with the world and world-view-projection
matrices.
float4x4 worldMatrix;
float4x4 worldViewProjectionMatrix;
float4x4 worldInverseTransposeMatrix;
Unfortunately, I couldn’t understand the purpose of that and where it can be used. Could someone explain that?
Thank you.
The world inverse transpose matrix is often used for transforming normals into viewspace.