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