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;