/** * 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();