2021-06-06 18:51:21 +02:00
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uniform mat4 LightMVP; // world matrix
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2022-04-07 22:13:50 +02:00
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uniform vec4 CameraPos; // camera position
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2021-06-06 18:51:21 +02:00
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varying vec4 tPos;
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2022-03-31 22:40:06 +02:00
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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2021-06-06 18:51:21 +02:00
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2022-04-14 22:49:30 +02:00
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vec4 getRelativePosition(in vec4 position)
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2021-06-06 18:51:21 +02:00
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{
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2022-04-14 22:49:30 +02:00
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vec2 l = position.xy - CameraPos.xy;
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vec2 s = l / abs(l);
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s = (1.0 - s * CameraPos.xy);
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l /= s;
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return vec4(l, s);
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}
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float getPerspectiveFactor(in vec4 relativePosition)
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{
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float pDistance = length(relativePosition.xy);
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2022-03-31 22:40:06 +02:00
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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2022-04-14 22:49:30 +02:00
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return pFactor;
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2021-06-06 18:51:21 +02:00
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}
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2022-04-14 22:49:30 +02:00
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vec4 applyPerspectiveDistortion(in vec4 position)
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{
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vec4 l = getRelativePosition(position);
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float pFactor = getPerspectiveFactor(l);
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l.xy /= pFactor;
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position.xy = l.xy * l.zw + CameraPos.xy;
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position.z *= zPerspectiveBias;
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return position;
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}
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2021-06-06 18:51:21 +02:00
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void main()
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{
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vec4 pos = LightMVP * gl_Vertex;
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2022-04-14 22:49:30 +02:00
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tPos = applyPerspectiveDistortion(pos);
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2021-06-06 18:51:21 +02:00
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gl_Position = vec4(tPos.xyz, 1.0);
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2022-02-11 23:00:41 +01:00
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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2021-06-06 18:51:21 +02:00
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}
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