// Assumes the following uniforms exist in the surrounding context: // uniform vec2 frame_shape; // uniform float focal_distance; // uniform float is_fixed_in_frame; const vec2 DEFAULT_FRAME_SHAPE = vec2(8.0 * 16.0 / 9.0, 8.0); float perspective_scale_factor(float z, float focal_distance){ return max(0.0, focal_distance / (focal_distance - z)); } vec4 get_gl_Position(vec3 point){ vec4 result = vec4(point, 1.0); if(!bool(is_fixed_in_frame)){ result.x *= 2.0 / frame_shape.x; result.y *= 2.0 / frame_shape.y; float psf = perspective_scale_factor(result.z, focal_distance); if (psf > 0){ result.xy *= psf; // TODO, what's the better way to do this? // This is to keep vertices too far out of frame from getting cut. result.z *= 0.01; } } else{ result.x *= 2.0 / DEFAULT_FRAME_SHAPE.x; result.y *= 2.0 / DEFAULT_FRAME_SHAPE.y; } result.z *= -1; return result; }