|  |  | @ -39,9 +39,8 @@ int main(void) | 
		
	
		
			
			|  |  |  | .lensSeparationDistance = 0.07f,     // Lens separation distance in meters | 
		
	
		
			
			|  |  |  | .interpupillaryDistance = 0.07f,     // IPD (distance between pupils) in meters | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders | 
		
	
		
			
			|  |  |  | // Following parameters are an approximation to distortion stereo rendering | 
		
	
		
			
			|  |  |  | // but results differ from actual device | 
		
	
		
			
			|  |  |  | // NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders | 
		
	
		
			
			|  |  |  | // Following parameters are just an approximation to CV1 distortion stereo rendering | 
		
	
		
			
			|  |  |  | .lensDistortionValues[0] = 1.0f,     // Lens distortion constant parameter 0 | 
		
	
		
			
			|  |  |  | .lensDistortionValues[1] = 0.22f,    // Lens distortion constant parameter 1 | 
		
	
		
			
			|  |  |  | .lensDistortionValues[2] = 0.24f,    // Lens distortion constant parameter 2 | 
		
	
	
		
			
				|  |  | @ -85,9 +84,9 @@ int main(void) | 
		
	
		
			
			|  |  |  | Camera camera = { 0 }; | 
		
	
		
			
			|  |  |  | camera.position = (Vector3){ 5.0f, 2.0f, 5.0f };    // Camera position | 
		
	
		
			
			|  |  |  | camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };      // Camera looking at point | 
		
	
		
			
			|  |  |  | camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target) | 
		
	
		
			
			|  |  |  | camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector | 
		
	
		
			
			|  |  |  | camera.fovy = 60.0f;                                // Camera field-of-view Y | 
		
	
		
			
			|  |  |  | camera.projection = CAMERA_PERSPECTIVE;                   // Camera type | 
		
	
		
			
			|  |  |  | camera.projection = CAMERA_PERSPECTIVE;             // Camera type | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; | 
		
	
		
			
			|  |  |  |  | 
		
	
	
		
			
				|  |  |  |