// Assumes the following uniforms exist in the surrounding context: // uniform float aspect_ratio; vec4 get_gl_Position(vec3 point){ // Extremely minimal modification, but that might change later... point.x /= aspect_ratio; // 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, 1); }