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20 lines
638 B
GLSL
20 lines
638 B
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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vec2 shape;
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if(bool(is_fixed_in_frame)) shape = DEFAULT_FRAME_SHAPE;
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else shape = frame_shape;
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vec4 result = vec4(point, 1.0);
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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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result.z *= -0.1; // Flip and prevent premature clipping
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return result;
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} |