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- uniform mat4 LightMVP; // world matrix
- uniform vec4 CameraPos; // camera position
- varying vec4 tPos;
- uniform float xyPerspectiveBias0;
- uniform float xyPerspectiveBias1;
- uniform float zPerspectiveBias;
- vec4 getRelativePosition(in vec4 position)
- {
- vec2 l = position.xy - CameraPos.xy;
- vec2 s = l / abs(l);
- s = (1.0 - s * CameraPos.xy);
- l /= s;
- return vec4(l, s);
- }
- float getPerspectiveFactor(in vec4 relativePosition)
- {
- float pDistance = length(relativePosition.xy);
- float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
- return pFactor;
- }
- vec4 applyPerspectiveDistortion(in vec4 position)
- {
- vec4 l = getRelativePosition(position);
- float pFactor = getPerspectiveFactor(l);
- l.xy /= pFactor;
- position.xy = l.xy * l.zw + CameraPos.xy;
- position.z *= zPerspectiveBias;
- return position;
- }
- void main()
- {
- vec4 pos = LightMVP * gl_Vertex;
- tPos = applyPerspectiveDistortion(pos);
- gl_Position = vec4(tPos.xyz, 1.0);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- }
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