czm_inverseViewProjection

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;
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