//This file is automatically rebuilt by the Cesium build process.
/*global define*/
define(function() {
    "use strict";
    return "/**\n\
 * Transforms a position from model to window coordinates.  The transformation\n\
 * from model to clip coordinates is done using {@link czm_modelViewProjection}.\n\
 * The transform from normalized device coordinates to window coordinates is\n\
 * done using {@link czm_viewportTransformation}, which assumes a depth range\n\
 * of <code>near = 0</code> and <code>far = 1</code>.\n\
 * <br /><br />\n\
 * This transform is useful when there is a need to manipulate window coordinates\n\
 * in a vertex shader as done by {@link BillboardCollection}.\n\
 * <br /><br />\n\
 * This function should not be confused with {@link czm_viewportOrthographic},\n\
 * which is an orthographic projection matrix that transforms from window \n\
 * coordinates to clip coordinates.\n\
 *\n\
 * @name czm_modelToWindowCoordinates\n\
 * @glslFunction\n\
 *\n\
 * @param {vec4} position The position in model coordinates to transform.\n\
 *\n\
 * @returns {vec4} The transformed position in window coordinates.\n\
 *\n\
 * @see czm_eyeToWindowCoordinates\n\
 * @see czm_modelViewProjection\n\
 * @see czm_viewportTransformation\n\
 * @see czm_viewportOrthographic\n\
 * @see BillboardCollection\n\
 *\n\
 * @example\n\
 * vec4 positionWC = czm_modelToWindowCoordinates(positionMC);\n\
 */\n\
vec4 czm_modelToWindowCoordinates(vec4 position)\n\
{\n\
    vec4 q = czm_modelViewProjection * position;                // clip coordinates\n\
    q.xyz /= q.w;                                                // normalized device coordinates\n\
    q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coordinates\n\
    return q;\n\
}\n\
";
});