czm_inverseViewRotation
An automatic GLSL uniform representing a 3x3 rotation matrix that
transforms vectors from eye coordinates to world coordinates.
Like all automatic uniforms, czm_inverseViewRotation
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_inverseViewRotation; // Example vec4 worldVector = czm_inverseViewRotation * eyeVector;