uniform mat4 modelViewMatrix;
Transforms coordinates from model/local space to view/eye space.
Equal to mat4(1.0) in begin, prepare, deferred, composite and final programs.
mat4(1.0)
begin
prepare
deferred
composite
final
vec3 model_pos = vaPosition + chunkOffset;vec4 view_pos = modelViewMatrix * vec4(model_pos, 1.0);vec4 clip_pos = projectionMatrix * view_pos; gl_Position = clip_pos;
Equivalent to gl_ModelViewMatrix in the compatibility profile and older GLSL versions.
gl_ModelViewMatrix
vec3 model_pos = gl_Vertex.xyz;vec4 view_pos = gl_ModelViewMatrix * vec4(model_pos, 1.0);vec4 clip_pos = gl_ProjectionMatrix * view_pos; gl_Position = clip_pos;