为什么我必须计算模型矩阵的逆矩阵的转置才能计算反射纹理的法线?

Why do I have to calculate the transpose of the inverse of the model matrix in order to calculate the normal for the reflection texture?

我正在按照 this 教程创建带有环境映射的 skybox/cubemap。我在理解顶点着色器中的计算时遇到一些问题:

#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;

out vec3 Normal;
out vec3 Position;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(position, 1.0f);
    Normal = mat3(transpose(inverse(model))) * normal;
    Position = vec3(model * vec4(position, 1.0f));
}

这里,作者在将法线传递给片段着色器计算反射纹理之前计算法线:

Normal = mat3(transpose(inverse(model))) * normal;

我的问题是,这个计算到底是做什么的?为什么在与法线相乘之前必须先计算模型矩阵的逆矩阵的转置?

如果不这样做,缩放比例不均匀会扭曲法线。我认为这总结了图片,比我可能做的更好:http://www.lighthouse3d.com/tutorials/glsl-12-tutorial/the-normal-matrix/