czm_viewRotation3D
An automatic GLSL uniform representing a 3x3 view rotation matrix that transforms vectors in 3D world coordinates to eye coordinates. In 3D mode, this is identical to czm_viewRotation, but in 2D and Columbus View it represents the view matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting 2D and Columbus View in the same way that 3D is lit.
Example
// GLSL declaration uniform mat3 czm_viewRotation3D; // Example vec3 eyeVector = czm_viewRotation3D * worldVector;