czm_inverseModelView3D

czm_inverseModelView3D

An automatic GLSL uniform representing a 4x4 transformation matrix that transforms from eye coordinates to 3D model coordinates. In 3D mode, this is identical to czm_inverseModelView, but in 2D and Columbus View it represents the inverse model-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_inverseModelView3D 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_inverseModelView3D;

// Example
vec4 modelPosition = czm_inverseModelView3D * eyePosition;
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