So I am converting from DirectX to OpenGL wich means I have to learn OpenGL shading language, everything is so good for now but what I don't understand yet it why on earth the matrix multiplications in GLSL are inverted, in DirectX we multiply the position vector by the World and View and Projection matrices respectively
In GLSL matrices are filled in column-major order. In HLSL they are row-major order.
Both are valid, but the orientation of what is where is "inverted" in your perspective.
For column-major order, the vector is usually on the right side of the expression, while in row-major order it is usually on the left. This is a much about linear algebra at-large, not just HLSL vs GLSL, but of agreeing on the "standard" of the system.