RayQuery<uint rayFlagsGeneric>.CommittedRayWorldToObject

Description

Gets the world-to-object transform matrix for the committed hit instance.

Signature

matrix<float, 4, 3> RayQuery<uint rayFlagsGeneric>.CommittedRayWorldToObject();

Return value

4x3 matrix transforming from world to object space

Remarks

GLSL/SPIRV only

Availability and Requirements

Defined for the following targets:

glsl

Available in all stages.

metal

Available in all stages.

spirv

Available in all stages.

Requires capability: spvRayQueryKHR.