An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
transforms model coordinates to eye coordinates.
Positions should be transformed to eye coordinates 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_modelView 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 mat4 czm_modelView; // Example vec4 eyePosition = czm_modelView * modelPosition; // The above is equivalent to, but more efficient than: vec4 eyePosition = czm_view * czm_model * modelPosition;
