czm_modelViewRelativeToEye
An automatic GLSL uniform representing a 4x4 model-view transformation matrix that transforms model coordinates, relative to the eye, to eye coordinates. This is used in conjunction with czm_translateRelativeToEye.
Example
// GLSL declaration uniform mat4 czm_modelViewRelativeToEye; // Example attribute vec3 positionHigh; attribute vec3 positionLow; void main() { vec4 p = czm_translateRelativeToEye(positionHigh, positionLow); gl_Position = czm_projection * (czm_modelViewRelativeToEye * p); }