czm_inverseProjection

czm_inverseProjection

An automatic GLSL uniform representing a 4x4 inverse projection transformation matrix that transforms from clip coordinates to eye coordinates. Clip coordinates is the coordinate system for a vertex shader's gl_Position output.

Like all automatic uniforms, czm_inverseProjection does not need to be explicitly declared. However, it can be explicitly declared when a shader is also used by other applications such as a third-party authoring tool.

Example
// GLSL declaration
uniform mat4 czm_inverseProjection;

// Example
vec4 eyePosition = czm_inverseProjection * clipPosition;
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