An automatic GLSL uniform representing a 4x4 projection transformation matrix that
transforms eye coordinates to clip coordinates. Clip coordinates is the
coordinate system for a vertex shader's
Like all automatic uniforms,
gl_Position output.
Like all automatic uniforms,
czm_projection 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_projection; // Example gl_Position = czm_projection * eyePosition;
