czm_inverseView
An automatic GLSL uniform representing a 4x4 transformation matrix that
transforms from eye coordinates to world coordinates.
Like all automatic uniforms, czm_inverseView
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_inverseView; // Example vec4 worldPosition = czm_inverseView * eyePosition;