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Obtain world/view matrices in HLSL

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In HLSL, do I have to pass the world/view/projection matrices to the shader by myself or is there any way to get them automatically? The same goes for the normal-transform, do I have to compute the transpose-inverse of the transform by myself in software and pass to the shader in order to be able to transform my normals? (Just think it seems to be a lot of stuff to do manually for every object, compared to GLSL).

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Original post by zurekx
In HLSL, do I have to pass the world/view/projection matrices to the shader by myself or is there any way to get them automatically? The same goes for the normal-transform, do I have to compute the transpose-inverse of the transform by myself in software and pass to the shader in order to be able to transform my normals? (Just think it seems to be a lot of stuff to do manually for every object, compared to GLSL).
Yes, you need to pass them in. IMO that gives you more control than GLSL, since if you don't need the matrices, you don't need to calculate them and pass them in.

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