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