3b1b-manim/manimlib/shaders/inserts/get_gl_Position.glsl

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uniform float is_fixed_in_frame;
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uniform mat4 perspective;
uniform vec2 frame_shape;
uniform float focal_distance;
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const vec2 DEFAULT_FRAME_SHAPE = vec2(8.0 * 16.0 / 9.0, 8.0);
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vec4 get_gl_Position(vec3 point){
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vec4 result = vec4(point, 1.0);
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vec2 shape = DEFAULT_FRAME_SHAPE;
if(!bool(is_fixed_in_frame)){
result = perspective * result;
shape = frame_shape;
}
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result.x *= 2.0 / shape.x;
result.y *= 2.0 / shape.y;
result.z /= focal_distance;
result.w = 1.0 - result.z;
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// Flip and scale to prevent premature clipping
result.z *= -0.1;
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return result;
}