czm_modelView
An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
transforms 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_modelView
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_modelView; // Example vec4 eyePosition = czm_modelView * modelPosition; // The above is equivalent to, but more efficient than: vec4 eyePosition = czm_view * czm_model * modelPosition;