czm_normal
An automatic GLSL uniform representing a 3x3 normal transformation matrix that
transforms normal vectors in 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_normal
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 mat3 czm_normal; // Example vec3 eyeNormal = czm_normal * normal;