czm_normal

czm_normal

An automatic GLSL uniform representing a 3x3 normal transformation matrix that transforms normal vectors in model coordinates to eye coordinates.

Positions should be transformed to eye coordinates using czm_modelView and normals should be transformed using czm_normal.

Like all automatic uniforms, czm_normal 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 mat3 czm_normal;

// Example
vec3 eyeNormal = czm_normal * normal;
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