czm_inverseModel

czm_inverseModel

An automatic GLSL uniform representing a 4x4 model transformation matrix that transforms world coordinates to model coordinates.

Like all automatic uniforms, czm_inverseModel 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_inverseModel;

// Example
vec4 modelPosition = czm_inverseModel * worldPosition;
See:
Source: