3b1b-manim/manimlib/shaders/point_to_gl_position.glsl

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