czm_view3D
An automatic GLSL uniform representing a 4x4 view transformation matrix that
transforms 3D world coordinates to eye coordinates. In 3D mode, this is identical to
czm_view, but in 2D and Columbus View it represents the 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.
Like all automatic uniforms, czm_view3D
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_view3D; // Example vec4 eyePosition3D = czm_view3D * worldPosition3D;