czm_inverseViewProjection
        An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that
transforms clip coordinates to world coordinates.  Clip coordinates is the
coordinate system for a vertex shader's gl_Position output.
    
Example
// GLSL declaration uniform mat4 czm_inverseViewProjection; // Example vec4 worldPosition = czm_inverseViewProjection * clipPosition;
- uniformState#inverseViewProjection
- czm_viewProjection
