#version 450 #extension GL_ARB_separate_shader_objects : enable layout(set = 1, binding = 0) uniform CameraData { mat4 viewProjection; mat4 view; mat4 projection; vec4 camPos; float nearPlane; float farPlane; float width; float height; float fov; float aspect; float scaleFactor; float pixelScaleFactor; } cam; layout(set = 2, binding = 0) uniform RealCameraData { mat3 intrinsic; int width; int height; } realCam; layout(location = 0) out vec2 textureCoordinates; const float FLOAT_MAX_LESS_THAN_1 = 0.999999940395355224609; // Background plane positions are in clipped space const vec4 PLANE[4] = vec4[] ( vec4(1, -1, FLOAT_MAX_LESS_THAN_1, 1), vec4(-1, -1, FLOAT_MAX_LESS_THAN_1, 1), vec4(1, 1, FLOAT_MAX_LESS_THAN_1, 1), vec4(-1, 1, FLOAT_MAX_LESS_THAN_1, 1) ); const vec2 TEX_COORDS[4] = vec2[] ( vec2(1, 0), vec2(0, 0), vec2(1, 1), vec2(0, 1) ); void main() { vec4 position = PLANE[gl_VertexIndex]; // Calculate the scaling factors for width and height float height = realCam.height; float realScale = realCam.intrinsic[1][1] / height; float realAspect = height / realCam.width; float scaleY = realScale / cam.scaleFactor; float scaleX = scaleY / (cam.aspect * realAspect); // Scale the quad's position position.xy *= vec2(scaleX, scaleY); // Handle center vec2 centerOffset = realCam.intrinsic[2].xy / vec2(realCam.width, realCam.height); centerOffset -= 0.5; position.xy -= centerOffset; gl_Position = position; textureCoordinates = TEX_COORDS[gl_VertexIndex]; }