In a vertex shader program, I've got world transformation matrix and a point. I think that if I take inverse transformation matrix of the world matrix and multiply it by the point, I transform point from world space to object space.
Matrix worldm; // I only have these two variables
Matrix invWorl = inverseTransform(worldm);
float4 objectSpacePoint = invWorld * point; // I want this
How can I do this in hlsl ?