czm_inverseNormal

czm_inverseNormal

An automatic GLSL uniform representing a 3x3 normal transformation matrix that transforms normal vectors in eye coordinates to model coordinates. This is the opposite of the transform provided by czm_normal.

Like all automatic uniforms, czm_inverseNormal 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_inverseNormal;

// Example
vec3 normalMC = czm_inverseNormal * normalEC;
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