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;