uniform float is_fixed_in_frame; uniform mat4 view; uniform float focal_distance; const float DEFAULT_FRAME_HEIGHT = 8.0; const float ASPECT_RATIO = 16.0 / 9.0; const float X_SCALE = 2.0 / DEFAULT_FRAME_HEIGHT / ASPECT_RATIO; const float Y_SCALE = 2.0 / DEFAULT_FRAME_HEIGHT; void emit_gl_Position(vec3 point){ vec4 result = vec4(point, 1.0); if(!bool(is_fixed_in_frame)){ result = view * result; } // Essentially a projection matrix result.x *= X_SCALE; result.y *= Y_SCALE; result.z /= focal_distance; result.w = 1.0 - result.z; // Flip and scale to prevent premature clipping result.z *= -0.1; gl_Position = result; }