czm_modelViewRelativeToEye

czm_modelViewRelativeToEye

An automatic GLSL uniform representing a 4x4 model-view transformation matrix that transforms model coordinates, relative to the eye, to eye coordinates. This is used in conjunction with czm_translateRelativeToEye.

Like all automatic uniforms, czm_modelViewRelativeToEye 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_modelViewRelativeToEye;

// Example
attribute vec3 positionHigh;
attribute vec3 positionLow;

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