This kinda feels like a dumb question…
but lets say I have a mesh with a custom material, with that material I am offsetting the mesh in the vertex shader but it is relative to that meshes transform position.
Is there a way to decompose the matrices coming in to just get the transforms position not the vertex buffer/attribute positions?
I feel like I know how to do this but am brain dead right now.
Wouldn’t it be something simple like:
vec4 transformPos = finalWorld*vec4(vec3(0.0),1.0);