Files
manim/manimlib/shaders/get_gl_Position.glsl
2020-06-09 17:12:52 -07:00

26 lines
1.0 KiB
GLSL

// 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);
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;
result.z *= 2.0 / frame_shape.y; // Should we give the frame a z shape? Does that make sense?
result.z /= focal_distance;
result.xy /= max(1.0 - result.z, 0.0);
// Todo, does this discontinuity add weirdness? Theoretically, by this result,
// the z-coordiante of gl_Position only matter for z-indexing. The reason
// for thie line is to avoid agressive clipping of distant points.
if(result.z < 0) result.z *= 0.1;
} else{
result.x *= 2.0 / DEFAULT_FRAME_SHAPE.x;
result.y *= 2.0 / DEFAULT_FRAME_SHAPE.y;
}
result.z *= -1;
return result;
}