czm_viewProjection
An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that
transforms world coordinates to clip coordinates. Clip coordinates is the
coordinate system for a vertex shader's gl_Position
output.
Like all automatic uniforms, czm_viewProjection
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_viewProjection; // Example vec4 gl_Position = czm_viewProjection * czm_model * modelPosition; // The above is equivalent to, but more efficient than: gl_Position = czm_projection * czm_view * czm_model * modelPosition;