| 907 | * KEEP IN SYNC WITH THE GLSL ABOVE (undistortionFragmentShader). |
| 908 | */ |
| 909 | export function glslForwardReference(cls: ProjectionClass, p: Vec2, i: CameraIntrinsics): Vec2 { |
| 910 | switch (cls) { |
| 911 | case 'perspective-radial': return _glslFullOpenCV(p, i); |
| 912 | case 'fov': return _glslFOV(p, i); |
| 913 | case 'fisheye': return _glslThinPrismFisheye(p, i); |
| 914 | case 'fisheye-radtan': return _glslRadTanFisheye(p, i); |
| 915 | case 'division': return _glslDivision(p, i); |
| 916 | case 'eucm': return _glslEUCM(p, i); |
| 917 | case 'none': |
| 918 | case 'spherical': return { x: p.x, y: p.y }; |
| 919 | } |
| 920 | } |
| 921 | |
| 922 | // ── Paired TS transcription of GLSL inverseDistort() active paths ────────────── |
| 923 | // KEEP IN SYNC WITH THE GLSL inverseDistort ABOVE (fullFrameVertexShader). Each |