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;
}
    
	
	
	
	
