An automatic GLSL uniform containing the near distance (
Like all automatic uniforms,
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 mult-frustum rendering.
Like all automatic uniforms,
czm_entireFrustum 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 vec2 czm_entireFrustum; // Example float frustumLength = czm_entireFrustum.y - czm_entireFrustum.x;
