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Question by AndreiMarian · Oct 04, 2016 at 10:17 AM · shadershader writing

Shading: space transformation

Hello. I've followed several basic shading tutorials and all did the same thing: transforming vertex position from object to screen space:
mul(UNITY_MATRIX_MVP, vPos) So far so good. But when calculating the half vector for specular lighting, in order to transform normals from object to world space they do:
mul(vNml, unity_WorldToObject)
Sometimes the order is not reversed but the matrices are the same. AFAIK the order matters.
1. is vNml in Object space or World space after this line? Or neither?
2. Isn't it supposed to be:
mul(unity_ObjectToWorld, vNml)?
I read in a CG documentation that the vector to be transformed stays on the right (i.e. second parameter) and only switch order if you wanted to mul the vector with the transposed matrix. I'm totally lost.

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