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| author | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
| commit | dcf52c132fb0ca28f37dae9d957155e2541df812 (patch) | |
| tree | b6c263e59daba00fc33badd0a45fa6756d5df14c /examples/core/core_vr_simulator.c | |
| parent | f92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff) | |
| download | raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip | |
Remove trail spaces
Diffstat (limited to 'examples/core/core_vr_simulator.c')
| -rw-r--r-- | examples/core/core_vr_simulator.c | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index b57e1f7f..bba90b82 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -38,9 +38,9 @@ int main(void) .eyeToScreenDistance = 0.041f, // Distance between eye and display in meters .lensSeparationDistance = 0.07f, // Lens separation distance in meters .interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters - + // NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders - // Following parameters are just an approximation to CV1 distortion stereo rendering + // 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 @@ -50,32 +50,32 @@ int main(void) .chromaAbCorrection[2] = 1.014f, // Chromatic aberration correction parameter 2 .chromaAbCorrection[3] = 0.0f, // Chromatic aberration correction parameter 3 }; - + // Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters) VrStereoConfig config = LoadVrStereoConfig(device); // Distortion shader (uses device lens distortion and chroma) Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION)); - + // Update distortion shader with lens and distortion-scale parameters - SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"), + SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"), config.leftLensCenter, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"), + SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"), config.rightLensCenter, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"), + SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"), config.leftScreenCenter, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"), + SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"), config.rightScreenCenter, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "scale"), + SetShaderValue(distortion, GetShaderLocation(distortion, "scale"), config.scale, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"), + SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"), config.scaleIn, SHADER_UNIFORM_VEC2); - SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"), + SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"), device.lensDistortionValues, SHADER_UNIFORM_VEC4); SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"), device.chromaAbCorrection, SHADER_UNIFORM_VEC4); - + // Initialize framebuffer for stereo rendering // NOTE: Screen size should match HMD aspect ratio RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight()); @@ -121,9 +121,9 @@ int main(void) EndMode3D(); EndVrStereoMode(); EndTextureMode(); - + BeginShaderMode(distortion); - DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, + DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE); EndShaderMode(); @@ -136,7 +136,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadVrStereoConfig(config); // Unload stereo config - + UnloadRenderTexture(target); // Unload stereo render fbo UnloadShader(distortion); // Unload distortion shader |
