czm_inverseView

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;
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