<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/">
  <channel>
    <title>DEV Community: Alex Parker</title>
    <description>The latest articles on DEV Community by Alex Parker (@vertexlenscalc).</description>
    <link>https://dev.to/vertexlenscalc</link>
    <image>
      <url>https://media2.dev.to/dynamic/image/width=90,height=90,fit=cover,gravity=auto,format=auto/https:%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F4215920%2F682cb44f-e7d6-4e03-978f-6331c3e69181.png</url>
      <title>DEV Community: Alex Parker</title>
      <link>https://dev.to/vertexlenscalc</link>
    </image>
    <atom:link rel="self" type="application/rss+xml" href="https://dev.to/feed/vertexlenscalc"/>
    <language>en</language>
    <item>
      <title>Implementing Optical Vertex Distance Compensation in JavaScript (Glasses to Contacts Formula)</title>
      <dc:creator>Alex Parker</dc:creator>
      <pubDate>Thu, 29 Oct 2026 18:38:57 +0000</pubDate>
      <link>https://dev.to/vertexlenscalc/implementing-optical-vertex-distance-compensation-in-javascript-glasses-to-contacts-formula-33lf</link>
      <guid>https://dev.to/vertexlenscalc/implementing-optical-vertex-distance-compensation-in-javascript-glasses-to-contacts-formula-33lf</guid>
      <description>&lt;p&gt;When an eyeglass lens sits 10 to 14 mm in front of the cornea (with 12 mm as the standard clinical vertex distance), its effective optical power at the corneal plane differs from the spectacle plane—especially for prescriptions stronger than ±4.00 D.&lt;/p&gt;

&lt;p&gt;In this short technical note, we look at how to implement the optical vertex distance equation in JavaScript for both spherical and toric (astigmatism) prescriptions, and how an interactive &lt;a href="https://vertexlenscalc.com/" rel="noopener noreferrer"&gt;vertex distance calculator&lt;/a&gt; applies 0.25 D step rounding across principal meridians.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Vertex Compensation Formula
&lt;/h2&gt;

&lt;p&gt;The standard optical vertex formula is:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;Fc = Fg / (1 - d * Fg)
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Where:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;Fg&lt;/code&gt; is the spectacle power in diopters (D)&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;d&lt;/code&gt; is the vertex distance in meters (e.g., &lt;code&gt;0.012&lt;/code&gt; for 12 mm)&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;Fc&lt;/code&gt; is the compensated power at the corneal plane in diopters (D)&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Handling Spherical and Toric (CYL) Prescriptions in JS
&lt;/h2&gt;

&lt;p&gt;For a toric prescription (&lt;code&gt;SPH&lt;/code&gt;, &lt;code&gt;CYL&lt;/code&gt;, &lt;code&gt;Axis&lt;/code&gt;), each principal meridian must be vertex-compensated independently before recombining into sphere and cylinder components:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;roundQuarterDiopter&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;val&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;round&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;val&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;compensateVertex&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;fg&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;vertexMm&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;12&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;d&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;vertexMm&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;fg&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;d&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;fg&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;convertGlassesToContacts&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="nx"&gt;sph&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;cyl&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;axis&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;vertexMm&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;12&lt;/span&gt; &lt;span class="p"&gt;})&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;m1&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;compensateVertex&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;sph&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;vertexMm&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;m2&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;compensateVertex&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;sph&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;cyl&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;vertexMm&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;rawSph&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;m1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;rawCyl&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;m2&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;m1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;exactSph&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nc"&gt;Number&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;rawSph&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;toFixed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;)),&lt;/span&gt;
    &lt;span class="na"&gt;exactCyl&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nc"&gt;Number&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;rawCyl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;toFixed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;)),&lt;/span&gt;
    &lt;span class="na"&gt;roundedSph&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nf"&gt;roundQuarterDiopter&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;rawSph&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="na"&gt;roundedCyl&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nf"&gt;roundQuarterDiopter&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;rawCyl&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="nx"&gt;axis&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Live Reference Tool
&lt;/h2&gt;

&lt;p&gt;If you want to test different vertex distances (10–14 mm) or check &lt;a href="https://vertexlenscalc.com/" rel="noopener noreferrer"&gt;how to convert glasses prescription to contacts&lt;/a&gt; with instant spherical equivalent and toric meridian breakdowns, you can try the live tool at &lt;a href="https://vertexlenscalc.com/" rel="noopener noreferrer"&gt;VertexLensCalc&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Note: Theoretical optical vertex calculations are for educational and software reference purposes only and do not replace a physical contact lens fitting by an optometrist or ophthalmologist.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>tutorial</category>
      <category>javascript</category>
      <category>webdev</category>
      <category>programming</category>
    </item>
  </channel>
</rss>
