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