czm_modelViewProjectionRelativeToEye
An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
transforms model coordinates, relative to the eye, to clip coordinates. Clip coordinates is the
coordinate system for a vertex shader's gl_Position output. This is used in
conjunction with czm_translateRelativeToEye.
Like all automatic uniforms, czm_modelViewProjectionRelativeToEye 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_modelViewProjectionRelativeToEye;
// Example
attribute vec3 positionHigh;
attribute vec3 positionLow;
void main()
{
vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
