czm_entireFrustum
An automatic GLSL uniform containing the near distance (x) and the far distance (y)
of the frustum defined by the camera. This is the largest possible frustum, not an individual
frustum used for multi-frustum rendering.
Example
// GLSL declaration uniform vec2 czm_entireFrustum; // Example float frustumLength = czm_entireFrustum.y - czm_entireFrustum.x;
