czm_inverseProjection
An automatic GLSL uniform representing a 4x4 inverse projection transformation matrix that
transforms from clip coordinates to eye coordinates. Clip coordinates is the
coordinate system for a vertex shader's gl_Position
output.
Like all automatic uniforms, czm_inverseProjection
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_inverseProjection; // Example vec4 eyePosition = czm_inverseProjection * clipPosition;