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manim/manimlib/shaders/inserts/emit_gl_Position.glsl

23 lines
749 B
GLSL

uniform float is_fixed_in_frame;
uniform mat4 view;
uniform float focal_distance;
const float DEFAULT_FRAME_HEIGHT = 8.0;
const float ASPECT_RATIO = 16.0 / 9.0;
const float X_SCALE = 2.0 / DEFAULT_FRAME_HEIGHT / ASPECT_RATIO;
const float Y_SCALE = 2.0 / DEFAULT_FRAME_HEIGHT;
void emit_gl_Position(vec3 point){
vec4 result = vec4(point, 1.0);
// This allow for smooth transitions between objects fixed and unfixed from frame
result = mix(view * result, result, is_fixed_in_frame);
// Essentially a projection matrix
result.x *= X_SCALE;
result.y *= Y_SCALE;
result.z /= focal_distance;
result.w = 1.0 - result.z;
// Flip and scale to prevent premature clipping
result.z *= -0.1;
gl_Position = result;
}