// Assumes the following uniforms exist in the surrounding context: // uniform vec2 frame_shape; // uniform float focal_distance; // uniform float is_fixed_in_frame; const vec2 DEFAULT_FRAME_SHAPE = vec2(8 * 16 / 9, 8); vec4 get_gl_Position(vec3 point){ vec4 result = vec4(point, 1); if(!bool(is_fixed_in_frame)){ result.x *= 2 / frame_shape.x; result.y *= 2 / frame_shape.y; result.z /= focal_distance; result.xy /= max(1 - point.z, 0); // Todo, does this discontinuity add weirdness? Theoretically, by this point, // the z-coordiante of gl_Position only matter for z-indexing. The reason // for thie line is to avoid agressive clipping of distant points. if(result.z < 0) result.z *= 0.1; } else{ result.x *= 2 / DEFAULT_FRAME_SHAPE.x; result.y *= 2 / DEFAULT_FRAME_SHAPE.y; } return result; }