3b1b-manim/manimlib/shaders/get_gl_Position.glsl

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GLSL

// 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);
}