czm_viewProjection

czm_viewProjection

An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that transforms world coordinates to clip coordinates. Clip coordinates is the coordinate system for a vertex shader's gl_Position output.

Like all automatic uniforms, czm_viewProjection 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_viewProjection;

// Example
vec4 gl_Position = czm_viewProjection * czm_model * modelPosition;

// The above is equivalent to, but more efficient than:
gl_Position = czm_projection * czm_view * czm_model * modelPosition;
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