42 lines
1.0 KiB
GLSL
42 lines
1.0 KiB
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(set = 1, binding = 0) uniform CameraData
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{
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mat4 viewProjection;
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mat4 view;
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mat4 projection;
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vec4 camPos;
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float nearPlane;
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float farPlane;
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float width;
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float height;
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float fov;
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float aspect;
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float scaleFactor;
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float pixelScaleFactor;
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} cam;
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// Grid position are in clipped space
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vec4 gridPlane[4] = vec4[] (
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vec4(1, 1, 0, 1), vec4(-1, 1, 0, 1), vec4(1, -1, 0, 1), vec4(-1, -1, 0, 1)
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);
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float realFov = 53;
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float realAspect = 1.33333333;
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void main() {
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float virtualAspect = cam.width / cam.height;
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vec4 position = gridPlane[gl_VertexIndex];
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// Calculate the scaling factors for width and height
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float scaleX = tan(radians(cam.fov * 0.5)) / tan(radians(realFov * 0.5));
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float scaleY = virtualAspect / realAspect * scaleX;
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// Scale the quad's position
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position.xy *= vec2(scaleX, scaleY);
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// Pass the transformed position to the fragment shader
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gl_Position = position;
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}
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