How can I get a normal dot product relative to the worlds center?

I have a float norm[3] with each index corresponding to X,Y, Z of a vector. I have an evaluation that checks the “y” or index [1] of that vector to see if it is less than

float walkableThr = cosf(walkableSlopeAngle/180.0f*RC_PI);

I need to first rotate this vector back to be aligned with the world up. So imagine if the vector in question was a point on a circle and you had to rotate the circle with this point attached so that the point ends up on the bottom of the circle.

I’m trying to orient the normal slope evaluation so that it’s evaluated based on its location in the circle.