czm_viewRotation

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;
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