czm_modelViewInfiniteProjection
An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
transforms model coordinates to clip coordinates. Clip coordinates is the
coordinate system for a vertex shader's gl_Position
output. The projection matrix places
the far plane at infinity. This is useful 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_modelViewInfiniteProjection; // Example vec4 gl_Position = czm_modelViewInfiniteProjection * modelPosition; // The above is equivalent to, but more efficient than: gl_Position = czm_infiniteProjection * czm_view * czm_model * modelPosition;