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10 lines
311 B
GLSL
10 lines
311 B
GLSL
// Must be used in an environment with the following uniforms:
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// uniform mat4 to_screen_space;
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// uniform float focal_distance;
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vec3 position_point_into_frame(vec3 point){
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// Apply the pre-computed to_screen_space matrix.
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vec4 new_point = to_screen_space * vec4(point, 1);
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return new_point.xyz;
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}
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