Simpler get_gl_Position

This commit is contained in:
Grant Sanderson 2023-01-13 12:41:09 -08:00
parent 42d612f253
commit 69ac946e63

View file

@ -5,27 +5,16 @@
const vec2 DEFAULT_FRAME_SHAPE = vec2(8.0 * 16.0 / 9.0, 8.0);
float perspective_scale_factor(float z, float focal_distance){
return max(0.0, focal_distance / (focal_distance - z));
}
vec4 get_gl_Position(vec3 point){
vec2 shape;
if(bool(is_fixed_in_frame)) shape = DEFAULT_FRAME_SHAPE;
else shape = frame_shape;
vec4 result = vec4(point, 1.0);
if(!bool(is_fixed_in_frame)){
result.x *= 2.0 / frame_shape.x;
result.y *= 2.0 / frame_shape.y;
float psf = perspective_scale_factor(result.z, focal_distance);
if (psf > 0){
result.xy *= psf;
// TODO, what's the better way to do this?
// This is to keep vertices too far out of frame from getting cut.
result.z *= 0.01;
}
} else{
result.x *= 2.0 / DEFAULT_FRAME_SHAPE.x;
result.y *= 2.0 / DEFAULT_FRAME_SHAPE.y;
}
result.z *= -1;
result.x *= 2.0 / shape.x;
result.y *= 2.0 / shape.y;
result.z /= focal_distance;
result.w = 1.0 - result.z;
result.z *= -0.1; // Flip and prevent premature clipping
return result;
}