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Setup values for Oculus Rift DK2

Oculus Rift CV1 default values seem not to be available...
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Ray 8 år sedan
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3 ändrade filer med 8 tillägg och 8 borttagningar
  1. +2
    -2
      examples/core_oculus_rift.c
  2. +2
    -2
      examples/resources/shaders/glsl100/distortion.fs
  3. +4
    -4
      examples/resources/shaders/glsl330/distortion.fs

+ 2
- 2
examples/core_oculus_rift.c Visa fil

@ -18,8 +18,8 @@ int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1080;
int screenHeight = 600;
int screenWidth = 1280;
int screenHeight = 800;
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");

+ 2
- 2
examples/resources/shaders/glsl100/distortion.fs Visa fil

@ -8,13 +8,13 @@ varying vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
// NOTE: Default parameters for Oculus Rift device
// NOTE: Default parameters for Oculus Rift nf">DK2 device
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 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);
const vec2 ScaleIn = vec2(4.0, 2.2222);
const vec2 ScaleIn = vec2(4.0, 2.5);
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);

+ 4
- 4
examples/resources/shaders/glsl330/distortion.fs Visa fil

@ -9,13 +9,13 @@ uniform sampler2D texture0;
// Output fragment color
out vec4 finalColor;
// NOTE: Default parameters for Oculus Rift device
const vec2 LeftLensCenter = vec2(0.288, 0.5);
const vec2 RightLensCenter = vec2(0.712, 0.5);
// NOTE: Default parameters for Oculus Rift nf">DK2 device
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 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);
const vec2 ScaleIn = vec2(4.0, 2.2222);
const vec2 ScaleIn = vec2(4.0, 2.5);
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);

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