Variable: TRANSFORM_GLSL
ts
const TRANSFORM_GLSL: '\nuniform vec3 uScale;\nuniform vec3 uOffset;\n\nvec3 hcDataToWorld(vec3 local) {\n return local * uScale + uOffset;\n}\n\nvec4 hcWorldToClip(vec3 world) {\n return projectionMatrix * modelViewMatrix * vec4(world, 1.0);\n}\n\nvec4 hcDataToClip(vec3 local) {\n return hcWorldToClip(hcDataToWorld(local));\n}\n';Experimental
Data → world → clip. Positions are RTC-encoded (local = data - origin), and uOffset already contains offset + origin * scale (computed in float64 on the CPU).