Files
manim/manimlib/shaders/inserts/get_gl_Position.glsl

39 lines
943 B
GLSL

uniform float is_fixed_in_frame;
uniform vec3 camera_offset;
uniform mat3 camera_rotation;
uniform vec2 frame_shape;
uniform float focal_distance;
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;
// Flip and scale to prevent premature clipping
result.z *= -0.1;
return result;
}
vec3 rotate_point_into_frame(vec3 point){
if(bool(is_fixed_in_frame)){
return point;
}
return camera_rotation * point;
}
vec3 position_point_into_frame(vec3 point){
if(bool(is_fixed_in_frame)){
return point;
}
return rotate_point_into_frame(point - camera_offset);
}