An automatic GLSL uniform representing a 3x3 normal transformation matrix that
transforms normal vectors in model coordinates to eye coordinates.
Positions should be transformed to eye coordinates using czm_modelView and normals should be transformed using
Like all automatic uniforms,
Positions should be transformed to eye coordinates using czm_modelView and normals should be transformed using
czm_normal.
Like all automatic uniforms,
czm_normal does not need to be explicitly declared.
However, it can be explicitly declared when a shader is also used by other applications such
as a third-party authoring tool.Example
// GLSL declaration uniform mat3 czm_normal; // Example vec3 eyeNormal = czm_normal * normal;
