Add handling for camera intrinsics
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@@ -17,6 +17,13 @@ layout(set = 1, binding = 0) uniform CameraData
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float pixelScaleFactor;
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} cam;
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layout(set = 2, binding = 0) uniform RealCameraData
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{
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mat3 intrinsic;
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int width;
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int height;
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} realCam;
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layout(location = 0) out vec2 textureCoordinates;
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const float FLOAT_MAX_LESS_THAN_1 = 0.999999940395355224609;
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@@ -28,20 +35,24 @@ const vec2 TEX_COORDS[4] = vec2[] (
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vec2(1, 0), vec2(0, 0), vec2(1, 1), vec2(0, 1)
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);
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float realFov = 53; //TODO
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float realScale = tan(radians(realFov * 0.5)) * 2;
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float realAspect = 1.33333333;
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void main() {
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vec4 position = PLANE[gl_VertexIndex];
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// Calculate the scaling factors for width and height
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float width = realCam.width;
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float realScale = realCam.intrinsic[0][0] / width;
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float realAspect = width / realCam.height;
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float scaleX = realScale / cam.scaleFactor;
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float scaleY = cam.aspect / realAspect * scaleX;
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// Scale the quad's position
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position.xy *= vec2(scaleX, scaleY);
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// Handle center
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vec2 centerOffset = realCam.intrinsic[2].xy / vec2(realCam.width, realCam.height);
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centerOffset -= 0.5;
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position.xy += centerOffset;
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gl_Position = position;
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textureCoordinates = TEX_COORDS[gl_VertexIndex];
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}
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