https://gamedev.stackexchange.com/questions/213251/recreating-a-3d-pixel-art-water-effect
Been slowly working my way through the Godot shader that was posted as an answer to my question that I posted on gamedev.stackexchange. Most of it was pretty easy, but I'm completely stuck on what the equivalent of this line would be in HLSL
vec2 uv_shift = (inverse(MODEL_NORMAL_MATRIX) * cam_dir_wd).xz;
Specifically
inverse(MODEL_NORMAL_MATRIX)
The closest I think is something like this, but the results I get in the final shader differ from what the expected result is so I can only assume that this is incorrect
float2 uv_shift = TransformObjectToWorldNormal(camDirWd).xz;
Can anyone help here?