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.