czm_infiniteProjection

czm_infiniteProjection

An automatic GLSL uniform representing a 4x4 projection transformation matrix with the far plane at infinity, that transforms eye coordinates to clip coordinates. Clip coordinates is the coordinate system for a vertex shader's gl_Position output. An infinite far plane is used in algorithms like shadow volumes and GPU ray casting with proxy geometry to ensure that triangles are not clipped by the far plane.

Like all automatic uniforms, czm_infiniteProjection does not need to be explicitly declared. However, it can be explicitly declared when a shader is also used by other applications such as a third-party authoring tool.

Example
// GLSL declaration
uniform mat4 czm_infiniteProjection;

// Example
gl_Position = czm_infiniteProjection * eyePosition;
See:
Source: