czm_inverseViewRotation3D

czm_inverseViewRotation3D

An automatic GLSL uniform representing a 3x3 rotation matrix that transforms vectors from 3D eye coordinates to world coordinates. In 3D mode, this is identical to czm_inverseViewRotation, but in 2D and Columbus View it represents the inverse view matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting 2D and Columbus View in the same way that 3D is lit.

Like all automatic uniforms, czm_inverseViewRotation3D 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_inverseViewRotation3D;

// Example
vec4 worldVector = czm_inverseViewRotation3D * eyeVector;
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