czm_view3D
An automatic GLSL uniform representing a 4x4 view transformation matrix that transforms 3D world coordinates to eye coordinates. In 3D mode, this is identical to czm_view, but in 2D and Columbus View it represents the view matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting 2D and Columbus View in the same way that 3D is lit.
Example
// GLSL declaration uniform mat4 czm_view3D; // Example vec4 eyePosition3D = czm_view3D * worldPosition3D;
- uniformState#view3D
- czm_view