How to get normals in world_space form hint_normal_roughness_texture?

Godot Version

4.4

Question

I was initially writing a post asking a question, but was able to figure things out while doing so. I am looking for conformation that I came to correct conclusion since I coudn’t find anything in documentation or on the forums. I also wanted to create the post in case someone will face a similiar problem.
normal_roughness_texture stores NORMAL vectors in view space using the following encoding

stored = 0.5 * (normal_view + 1.0)

This is done to not miss negative parts of the normals.
To get them in view space we should use the inverse operation:

normal_view = 2.0 * texture(normals, SCREEN_UV).xyz - 1.0

And to transform them to world space the following code:

normal_world = (INV_VIEW_MATRIX * vec4(normal_view, 0.0))

This seems to work perfectly for me but took some time to figure out.