In 0.11 you could easily access the inverse model matrix inside a WGSL shader with `transpose(mesh.inverse_transpose_model)`. This was changed in 0.12 when `inverse_transpose_model` was removed and it's now not as straightfoward. I wrote a helper function for my own code and thought I'd submit a pull request in case it would be helpful to others. |
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| Cargo.toml | ||
| LICENSE-APACHE | ||
| LICENSE-MIT | ||
| README.md | ||