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