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.
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; }