Files
manim/manimlib/shaders/inserts/get_gl_Position.glsl
2023-01-13 12:41:09 -08:00

20 lines
638 B
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){
vec2 shape;
if(bool(is_fixed_in_frame)) shape = DEFAULT_FRAME_SHAPE;
else shape = frame_shape;
vec4 result = vec4(point, 1.0);
result.x *= 2.0 / shape.x;
result.y *= 2.0 / shape.y;
result.z /= focal_distance;
result.w = 1.0 - result.z;
result.z *= -0.1; // Flip and prevent premature clipping
return result;
}