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31 lines
No EOL
997 B
GLSL
31 lines
No EOL
997 B
GLSL
// Assumes the following uniforms exist in the surrounding context:
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// uniform vec2 frame_shape;
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// uniform float focal_distance;
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// uniform float is_fixed_in_frame;
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const vec2 DEFAULT_FRAME_SHAPE = vec2(8.0 * 16.0 / 9.0, 8.0);
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float perspective_scale_factor(float z, float focal_distance){
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return max(0.0, focal_distance / (focal_distance - z));
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}
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vec4 get_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.x *= 2.0 / frame_shape.x;
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result.y *= 2.0 / frame_shape.y;
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float psf = perspective_scale_factor(result.z, focal_distance);
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if (psf > 0){
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result.xy *= psf;
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// TODO, what's the better way to do this?
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// This is to keep vertices too far out of frame from getting cut.
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result.z *= 0.01;
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}
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} else{
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result.x *= 2.0 / DEFAULT_FRAME_SHAPE.x;
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result.y *= 2.0 / DEFAULT_FRAME_SHAPE.y;
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}
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result.z *= -1;
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return result;
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} |