//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* Computes a 3x3 rotation matrix that transforms vectors from an ellipsoid's east-north-up coordinate system \n\
* to eye coordinates. In east-north-up coordinates, x points east, y points north, and z points along the \n\
* surface normal. East-north-up can be used as an ellipsoid's tangent space for operations such as bump mapping.\n\
*
\n\
* The ellipsoid is assumed to be centered at the model coordinate's origin.\n\
*\n\
* @name czm_eastNorthUpToEyeCoordinates\n\
* @glslFunction\n\
*\n\
* @param {vec3} positionMC The position on the ellipsoid in model coordinates.\n\
* @param {vec3} normalEC The normalized ellipsoid surface normal, at positionMC
, in eye coordinates.\n\
*\n\
* @returns {mat3} A 3x3 rotation matrix that transforms vectors from the east-north-up coordinate system to eye coordinates.\n\
*\n\
* @example\n\
* // Transform a vector defined in the east-north-up coordinate \n\
* // system, (0, 0, 1) which is the surface normal, to eye \n\
* // coordinates.\n\
* mat3 m = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC);\n\
* vec3 normalEC = m * vec3(0.0, 0.0, 1.0);\n\
*/\n\
mat3 czm_eastNorthUpToEyeCoordinates(vec3 positionMC, vec3 normalEC)\n\
{\n\
vec3 tangentMC = normalize(vec3(-positionMC.y, positionMC.x, 0.0)); // normalized surface tangent in model coordinates\n\
vec3 tangentEC = normalize(czm_normal3D * tangentMC); // normalized surface tangent in eye coordiantes\n\
vec3 bitangentEC = normalize(cross(normalEC, tangentEC)); // normalized surface bitangent in eye coordinates\n\
\n\
return mat3(\n\
tangentEC.x, tangentEC.y, tangentEC.z,\n\
bitangentEC.x, bitangentEC.y, bitangentEC.z,\n\
normalEC.x, normalEC.y, normalEC.z);\n\
}\n\
";