czm_inverseViewRotation

czm_inverseViewRotation

An automatic GLSL uniform representing a 3x3 rotation matrix that transforms vectors from eye coordinates to world coordinates.

Like all automatic uniforms, czm_inverseViewRotation 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 mat3 czm_inverseViewRotation;

// Example
vec4 worldVector = czm_inverseViewRotation * eyeVector;
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