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-rw-r--r--examples/Makefile2
-rw-r--r--examples/oculus_glfw_sample/distortion.fs21
-rw-r--r--examples/oculus_glfw_sample/rlgl_standalone.c (renamed from examples/oculus_glfw_sample/raylib_rlgl_standalone.c)0
-rw-r--r--examples/shaders_standard_lighting.c4
4 files changed, 11 insertions, 16 deletions
diff --git a/examples/Makefile b/examples/Makefile
index 534adee8..2d2344af 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -2,7 +2,7 @@
#
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
-# Copyright (c) 2015 Ramon Santamaria (@raysan5)
+# Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
diff --git a/examples/oculus_glfw_sample/distortion.fs b/examples/oculus_glfw_sample/distortion.fs
index a9932651..cd5951fe 100644
--- a/examples/oculus_glfw_sample/distortion.fs
+++ b/examples/oculus_glfw_sample/distortion.fs
@@ -33,11 +33,11 @@ Right Lens Center = {0.712005913, 0.5, 0, 0}
// Scales input texture coordinates for distortion.
vec2 HmdWarp(vec2 in01, vec2 LensCenter)
{
- vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]
- float rSq = theta.x * theta.x + theta.y * theta.y;
- vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);
+ vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
+ float rSq = theta.x*theta.x + theta.y*theta.y;
+ vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
- return LensCenter + Scale * rvector;
+ return LensCenter + Scale*rvector;
}
void main()
@@ -48,17 +48,12 @@ void main()
vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
- //vec2 oTexCoord = (gl_FragCoord.xy + vec2(0.5, 0.5)) / vec2(1280, 800); //Uncomment if using BGE's built-in stereo rendering
-
vec2 tc = HmdWarp(fragTexCoord, LensCenter);
- if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc)))
- {
- gl_FragColor = vec4(vec3(0.0), 1.0);
- }
+ if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
else
{
- //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); //Uncomment if using BGE's built-in stereo rendering
- gl_FragColor = texture2D(texture0, tc);
+ //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
+ finalColor = texture2D(texture0, tc);
}
-} \ No newline at end of file
+}
diff --git a/examples/oculus_glfw_sample/raylib_rlgl_standalone.c b/examples/oculus_glfw_sample/rlgl_standalone.c
index 4728160a..4728160a 100644
--- a/examples/oculus_glfw_sample/raylib_rlgl_standalone.c
+++ b/examples/oculus_glfw_sample/rlgl_standalone.c
diff --git a/examples/shaders_standard_lighting.c b/examples/shaders_standard_lighting.c
index ccbe74ca..f2b35171 100644
--- a/examples/shaders_standard_lighting.c
+++ b/examples/shaders_standard_lighting.c
@@ -22,8 +22,8 @@ int main()
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 1280;
- int screenHeight = 720;
+ int screenWidth = 800;
+ int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)