LYGIA Shader Library

perspective (lygia/space/perspective)

create a perspective matrix

Use:

<mat4> perspective(<float> fov, <float> aspect, <float> near, <float> far);

Check it on Github


#ifndef FNC_PERSPECTIVE
#define FNC_PERSPECTIVE

mat4 perspective(float fov, float aspect, float near, float far) {
    float f = 1.0 / tan(fov / 2.0);
    float nf = 1.0 / (near - far);
    return mat4(
        f / aspect, 0.0, 0.0, 0.0,
        0.0, f, 0.0, 0.0,
        0.0, 0.0, (far + near) * nf, -1.0,
        0.0, 0.0, (2.0 * far * near) * nf, 0.0
    );
}

#endif

Use:

<mat4> perspective(<float> fov, <float> aspect, <float> near, <float> far);

Check it on Github


#ifndef FNC_PERSPECTIVE
#define FNC_PERSPECTIVE

mat4 perspective(float fov, float aspect, float near, float far) {
    float f = 1.0 / tan(fov / 2.0);
    float nf = 1.0 / (near - far);
    return mat4(
        f / aspect, 0.0, 0.0, 0.0,
        0.0, f, 0.0, 0.0,
        0.0, 0.0, (far + near) * nf, -1.0,
        0.0, 0.0, (2.0 * far * near) * nf, 0.0
    );
}

#endif

Licenses

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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