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26 lines
1.0 KiB
GLSL
26 lines
1.0 KiB
GLSL
// Assumes the following uniforms exist in the surrounding context:
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// uniform vec2 frame_shape;
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// uniform float focal_distance;
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// uniform float is_fixed_in_frame;
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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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vec4 result = vec4(point, 1.0);
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if(!bool(is_fixed_in_frame)){
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result.x *= 2.0 / frame_shape.x;
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result.y *= 2.0 / frame_shape.y;
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result.z *= 2.0 / frame_shape.y; // Should we give the frame a z shape? Does that make sense?
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result.z /= focal_distance;
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result.xy /= max(1.0 - result.z, 0.0);
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// Todo, does this discontinuity add weirdness? Theoretically, by this result,
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// the z-coordiante of gl_Position only matter for z-indexing. The reason
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// for thie line is to avoid agressive clipping of distant points.
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if(result.z < 0) result.z *= 0.1;
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} else{
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result.x *= 2.0 / DEFAULT_FRAME_SHAPE.x;
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result.y *= 2.0 / DEFAULT_FRAME_SHAPE.y;
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}
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result.z *= -1;
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return result;
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} |