// Assumes the following uniforms exist in the surrounding context: // uniform vec2 frame_shape; // uniform float focal_distance; vec4 get_gl_Position(vec3 point){ point.x *= 2 / frame_shape.x; point.y *= 2 / frame_shape.y; point.z /= focal_distance; point.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(point.z < 0) point.z *= 0.1; return vec4(point.xy, -point.z, 1); }