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11 lines
307 B
GLSL
11 lines
307 B
GLSL
// Assumes theese uniforms exist in the surrounding context
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// uniform float scale;
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// uniform float aspect_ratio;
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// uniform float frame_center;
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vec4 point_to_gl_Position(vec3 p){
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vec3 result = p / scale;
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result.x /= aspect_ratio;
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result -= frame_center;
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gl_Position = vec4(result, 1.0);
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} |