czm_currentFrustum

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;
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