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authorRay <raysan5@gmail.com>2016-07-04 01:29:23 +0200
committerRay <raysan5@gmail.com>2016-07-04 01:29:23 +0200
commitee72654b557202a673f042484c83d3020ae618b8 (patch)
tree3479ad33ec4feafe25b7b32ee8c9df973d5f1a3f /examples
parent164ead03c9f4d8af6d2e2e0eabcf40a60ad47cb3 (diff)
downloadraylib-ee72654b557202a673f042484c83d3020ae618b8.tar.gz
raylib-ee72654b557202a673f042484c83d3020ae618b8.zip
Redesigned stereo rendering mechanism
Now it's easier for the user! Just init Oculus device and get stereo rendering!
Diffstat (limited to 'examples')
-rw-r--r--examples/core_oculus_rift.c11
-rw-r--r--examples/resources/shaders/glsl330/distortion.fs9
2 files changed, 7 insertions, 13 deletions
diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c
index c073d3d6..131a21c2 100644
--- a/examples/core_oculus_rift.c
+++ b/examples/core_oculus_rift.c
@@ -50,22 +50,15 @@ int main()
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
-
+
ClearBackground(RAYWHITE);
-
+
Begin3dMode(camera);
- for (int eye = 0; eye < 2; eye++)
- {
- SetOculusView(eye);
-
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
-
- DrawDefaultBuffers(); // Process internal dynamic buffers
- }
End3dMode();
diff --git a/examples/resources/shaders/glsl330/distortion.fs b/examples/resources/shaders/glsl330/distortion.fs
index 4cd9937f..62856341 100644
--- a/examples/resources/shaders/glsl330/distortion.fs
+++ b/examples/resources/shaders/glsl330/distortion.fs
@@ -10,12 +10,13 @@ uniform sampler2D texture0;
out vec4 finalColor;
// NOTE: Add here your custom variables
-const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
-const vec2 RightLensCenter = vec2(0.7136753, 0.5);
+const vec2 LeftLensCenter = vec2(0.288, 0.5);
+const vec2 RightLensCenter = vec2(0.712, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
-const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
-const vec2 ScaleIn = vec2(4, 2.2222);
+uniform vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
+uniform vec2 ScaleIn = vec2(4, 2.2222);
+
const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);