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- /**
- * Returns a position in model coordinates relative to eye taking into
- * account the current scene mode: 3D, 2D, or Columbus view.
- * <p>
- * This uses standard position attributes, <code>position3DHigh</code>,
- * <code>position3DLow</code>, <code>position2DHigh</code>, and <code>position2DLow</code>,
- * and should be used when writing a vertex shader for an {@link Appearance}.
- * </p>
- *
- * @name czm_computePosition
- * @glslFunction
- *
- * @returns {vec4} The position relative to eye.
- *
- * @example
- * vec4 p = czm_computePosition();
- * v_positionEC = (czm_modelViewRelativeToEye * p).xyz;
- * gl_Position = czm_modelViewProjectionRelativeToEye * p;
- *
- * @see czm_translateRelativeToEye
- */
- vec4 czm_computePosition();
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