I'm almost embarrassed to ask this, is a super easy question i can't seem to find an answer to.

I'm starting out with shaders, and have a few simple questions.

Is my view matrix just the inverse of the camera's world position & orientation?

Would it be the inverse of the cameras world position, multiplied by the projections matrix, or the projection matrix multiplyed by the camera inverse?

Assuming the above matrix that gets passed into the shader (let's call it mvp), do i multiply the vertex position with mvp, or mvp with the vertex position?

I know, kind of dumb questions, but help is super appreciated!