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#version 110
// uniform parameters
float zoom = 1.0;
float tilt = 45.0;
const float pi_2 = 1.5707963267949;
float Pzz = gl_ProjectionMatrix[2][2];
float Pwz = gl_ProjectionMatrix[3][2];
float nearclip = Pwz / (Pzz - 1.0);
float aspect = gl_ProjectionMatrix[0][0] / gl_ProjectionMatrix[1][1];
float xstretch = (aspect < 1.0) ? aspect : 1.0;
float ystretch = (aspect > 1.0) ? 1.0/aspect : 1.0;
float stilt = sin(radians(tilt));
float ctilt = cos(radians(tilt));
mat4 Ttilt = mat4( 1.0, 0.0, 0.0, 0.0,
0.0, ctilt, -stilt, 0.0,
0.0, stilt, ctilt, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 TtiltModelView = Ttilt * gl_ModelViewMatrix;
float r = sqrt(p.x*p.x + p.y*p.y);
float arc = atan( r / p.z );
float w = (p.z < -nearclip && abs(arc) < pi_2) ? pi_2*zoom : -pi_2*zoom;
gl_Position = vec4( -xstretch * p.x * arc_r, -ystretch * p.y * arc_r, 0.5, w );
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}