czm_infiniteProjection
An automatic GLSL uniform representing a 4x4 projection transformation matrix with the far plane at infinity,
that transforms eye coordinates to clip coordinates. Clip coordinates is the
coordinate system for a vertex shader's gl_Position
output. An infinite far plane is used
in algorithms like shadow volumes and GPU ray casting with proxy geometry to ensure that triangles
are not clipped by the far plane.
Example
// GLSL declaration uniform mat4 czm_infiniteProjection; // Example gl_Position = czm_infiniteProjection * eyePosition;