Files
manim/manimlib/shaders/get_gl_Position.glsl
2020-06-01 16:21:18 -07:00

12 lines
530 B
GLSL

// Assumes the following uniforms exist in the surrounding context:
// uniform float aspect_ratio;
vec4 get_gl_Position(vec3 point){
// Extremely minimal modification, but that might change later...
point.x /= aspect_ratio;
// Todo, does this discontinuity add weirdness? Theoretically, by this point,
// 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(point.z < 0) point.z *= 0.1;
return vec4(point, 1);
}