diff --git a/manimlib/shaders/inserts/get_gl_Position.glsl b/manimlib/shaders/inserts/get_gl_Position.glsl index fd0e4605..2f9d8934 100644 --- a/manimlib/shaders/inserts/get_gl_Position.glsl +++ b/manimlib/shaders/inserts/get_gl_Position.glsl @@ -6,8 +6,7 @@ const vec2 DEFAULT_FRAME_SHAPE = vec2(8.0 * 16.0 / 9.0, 8.0); float perspective_scale_factor(float z, float focal_distance){ - // TODO, what happens when focal_distance < z? - return focal_distance / (focal_distance - z); + return max(0.0, focal_distance / (focal_distance - z)); } @@ -16,10 +15,13 @@ vec4 get_gl_Position(vec3 point){ if(!bool(is_fixed_in_frame)){ result.x *= 2.0 / frame_shape.x; result.y *= 2.0 / frame_shape.y; - result.xy *= perspective_scale_factor(result.z, focal_distance); - // 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; + 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;