czm_viewRotation
An automatic GLSL uniform representing a 3x3 view rotation matrix that
transforms vectors in world coordinates to eye coordinates.
Like all automatic uniforms, czm_viewRotation
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_viewRotation; // Example vec3 eyeVector = czm_viewRotation * worldVector;