uniform float is_fixed_in_frame; uniform mat4 perspective; uniform vec2 frame_shape; uniform float focal_distance; const vec2 DEFAULT_FRAME_SHAPE = vec2(8.0 * 16.0 / 9.0, 8.0); vec4 get_gl_Position(vec3 point){ vec4 result = vec4(point, 1.0); vec2 shape = DEFAULT_FRAME_SHAPE; if(!bool(is_fixed_in_frame)){ result = perspective * result; shape = frame_shape; } result.x *= 2.0 / shape.x; result.y *= 2.0 / shape.y; result.z /= focal_distance; result.w = 1.0 - result.z; // Flip and scale to prevent premature clipping result.z *= -0.1; return result; }