czm_modelViewProjectionRelativeToEye

czm_modelViewProjectionRelativeToEye

An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that transforms model coordinates, relative to the eye, to clip coordinates. Clip coordinates is the coordinate system for a vertex shader's gl_Position output. This is used in conjunction with czm_translateRelativeToEye.

Like all automatic uniforms, czm_modelViewProjectionRelativeToEye 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_modelViewProjectionRelativeToEye;

// Example
attribute vec3 positionHigh;
attribute vec3 positionLow;

void main()
{
  vec3 p = czm_translateRelativeToEye(positionHigh, positionLow);
  gl_Position = czm_modelViewProjectionRelativeToEye * vec4(p, 1.0);
}
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