projectionMatrix
uniform mat4 projectionMatrix;
Transforms coordinates from view/eye space to clip space.
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_ProjectionMatrix
in the compatibility profile and older GLSL versions.
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;