/** * Transforms a position from model to window coordinates. The transformation * from model to clip coordinates is done using {@link czm_modelViewProjection}. * The transform from normalized device coordinates to window coordinates is * done using {@link czm_viewportTransformation}, which assumes a depth range * of near = 0 and far = 1. *

* This transform is useful when there is a need to manipulate window coordinates * in a vertex shader as done by {@link BillboardCollection}. *

* This function should not be confused with {@link czm_viewportOrthographic}, * which is an orthographic projection matrix that transforms from window * coordinates to clip coordinates. * * @name czm_modelToWindowCoordinates * @glslFunction * * @param {vec4} position The position in model coordinates to transform. * * @returns {vec4} The transformed position in window coordinates. * * @see czm_eyeToWindowCoordinates * @see czm_modelViewProjection * @see czm_viewportTransformation * @see czm_viewportOrthographic * @see BillboardCollection * * @example * vec4 positionWC = czm_modelToWindowCoordinates(positionMC); */ vec4 czm_modelToWindowCoordinates(vec4 position) { vec4 q = czm_modelViewProjection * position; // clip coordinates q.xyz /= q.w; // normalized device coordinates q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coordinates return q; }