czm_modelView3D

czm_modelView3D

An automatic GLSL uniform representing a 4x4 model-view transformation matrix that transforms 3D model coordinates to eye coordinates. In 3D mode, this is identical to czm_modelView, but in 2D and Columbus View it represents the model-view matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting 2D and Columbus View in the same way that 3D is lit.

Positions should be transformed to eye coordinates using czm_modelView3D and normals should be transformed using czm_normal3D.

Like all automatic uniforms, czm_modelView3D 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_modelView3D;

// Example
vec4 eyePosition = czm_modelView3D * modelPosition;

// The above is equivalent to, but more efficient than:
vec4 eyePosition = czm_view3D * czm_model * modelPosition;
See:
Source: