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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.

Yippie-Ki-Yay
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1 Answers1

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The world inverse transpose matrix is often used for transforming normals into viewspace.

No one in particular
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