czm_inverseViewRotation3D
An automatic GLSL uniform representing a 3x3 rotation matrix that transforms vectors from 3D eye coordinates to world coordinates. In 3D mode, this is identical to czm_inverseViewRotation, but in 2D and Columbus View it represents the inverse 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_inverseViewRotation3D; // Example vec4 worldVector = czm_inverseViewRotation3D * eyeVector;
- uniformState#inverseView3D
- czm_inverseViewRotation