Greeting,I represent my matrix buffer with the following data on the GPU:Address: Data:0x00 0 1 2 30x01 4 5 6 70x02 8 9 10 110x03 12 13 14 15With the following shading code:float4 (out) = float4x4 (m) * float4 (in)According to apple's documentationfloat3 u = m * v;is equivalent to:u = v.x * m[0];u += v.y * m[1];u += v.z * m[2];My question is does m[0] refer to <0, 1, 2, 3> or <0, 4, 8, 12>?As my experiment shows the GPU does compute the matrix as m[0] = <0, 1, 2, 3>But common sense tell us m[0] should be the column <0, 4, 8, 12> otherwise it's very hard to read and debugIf m[0] did refer to <0, 1, 2, 3>, is there any way to transpose a matrix in shading file?Or we have to work on transposed matrix all the time?Thanks!