2020-06-01 16:21:18 -07:00
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// Assumes the following uniforms exist in the surrounding context:
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// uniform float aspect_ratio;
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2020-06-02 16:18:44 -07:00
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// uniform float focal_distance;
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2020-06-01 16:21:18 -07:00
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vec4 get_gl_Position(vec3 point){
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point.x /= aspect_ratio;
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2020-06-02 16:18:44 -07:00
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point.z /= focal_distance;
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point.xy /= max(1 - point.z, 0);
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2020-06-01 16:21:18 -07:00
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// Todo, does this discontinuity add weirdness? Theoretically, by this point,
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// the z-coordiante of gl_Position only matter for z-indexing. The reason
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// for thie line is to avoid agressive clipping of distant points.
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if(point.z < 0) point.z *= 0.1;
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2020-06-03 17:10:33 -07:00
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return vec4(point.xy, -point.z, 1);
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2020-06-01 16:21:18 -07:00
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}
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