uniform float is_fixed_in_frame; uniform mat4 view; uniform float focal_distance; uniform vec3 frame_rescale_factors; uniform vec4 clip_plane; void emit_gl_Position(vec3 point){ vec4 result = vec4(point, 1.0); // This allow for smooth transitions between objects fixed and unfixed from frame result = mix(view * result, result, is_fixed_in_frame); // Essentially a projection matrix result.xyz *= frame_rescale_factors; result.w = 1.0 - result.z; // Flip and scale to prevent premature clipping result.z *= -0.1; gl_Position = result; if(clip_plane.xyz != vec3(0.0, 0.0, 0.0)){ gl_ClipDistance[0] = dot(vec4(point, 1.0), clip_plane); } }