czm_currentFrustum
An automatic GLSL uniform containing the near distance (x
) and the far distance (y
)
of the frustum defined by the camera. This is the individual
frustum used for multi-frustum rendering.
Like all automatic uniforms, czm_currentFrustum
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 vec2 czm_currentFrustum; // Example float frustumLength = czm_currentFrustum.y - czm_currentFrustum.x;