2023-01-13 22:07:28 -08:00
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uniform float is_fixed_in_frame;
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2023-01-23 14:41:17 -08:00
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uniform mat4 view;
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uniform float focal_distance;
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2020-06-08 20:27:07 -07:00
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2023-01-30 14:15:39 -08:00
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const float DEFAULT_FRAME_HEIGHT = 8.0;
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const float ASPECT_RATIO = 16.0 / 9.0;
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const float X_SCALE = 2.0 / DEFAULT_FRAME_HEIGHT / ASPECT_RATIO;
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const float Y_SCALE = 2.0 / DEFAULT_FRAME_HEIGHT;
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2020-06-01 16:21:18 -07:00
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2023-01-30 18:43:28 -08:00
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void emit_gl_Position(vec3 point){
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2020-06-09 17:12:52 -07:00
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vec4 result = vec4(point, 1.0);
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2023-01-30 14:15:39 -08:00
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if(!bool(is_fixed_in_frame)){
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2023-01-23 14:41:17 -08:00
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result = view * result;
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2023-01-18 13:44:41 -08:00
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}
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2023-01-30 18:43:28 -08:00
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// Essentially a projection matrix
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result.x *= X_SCALE;
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result.y *= Y_SCALE;
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2023-01-13 12:41:09 -08:00
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result.z /= focal_distance;
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result.w = 1.0 - result.z;
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2023-01-13 21:43:01 -08:00
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// Flip and scale to prevent premature clipping
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result.z *= -0.1;
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2023-01-30 18:43:28 -08:00
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gl_Position = result;
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2023-01-13 22:07:28 -08:00
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}
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