uniform float is_fixed_in_frame; uniform vec3 camera_offset; uniform mat3 camera_rotation; 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){ vec2 shape; if(bool(is_fixed_in_frame)) shape = DEFAULT_FRAME_SHAPE; else shape = frame_shape; vec4 result = vec4(point, 1.0); 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; } vec3 rotate_point_into_frame(vec3 point){ if(bool(is_fixed_in_frame)){ return point; } return camera_rotation * point; } vec3 position_point_into_frame(vec3 point){ if(bool(is_fixed_in_frame)){ return point; } return rotate_point_into_frame(point - camera_offset); }