Loading space_view3d_virtual_reality/oculus_dk2.glsl +4 −4 Changes for space_view3d_virtual_reality/oculus_dk2.glsl: 4 added lines, 4 removed lines. Original line number Diff line number Diff line // Oculus DK2 lens distortion shader for single eye // shader is adapted from Oculus DK1 distortion shader by // Lubosz Sarnecki(lubosz.wordpress.com/)a // Lubosz Sarnecki(lubosz.wordpress.com/) uniform sampler2D bgl_RenderedTexture; uniform float bgl_RenderedTextureWidth; Loading Loading @@ -54,9 +54,9 @@ void main() tcR = hmdWarp(texCoord, Scale, ScaleIn, eta.r ); tcG = hmdWarp(texCoord, Scale, ScaleIn, eta.g ); tcB = hmdWarp(texCoord, Scale, ScaleIn, eta.b ); color.r = texture2D(bgl_RenderedTexture, tcR).r; color.g = texture2D(bgl_RenderedTexture, tcG).g; color.b = texture2D(bgl_RenderedTexture, tcB).b; color.r = texture2D(bgl_RenderedTexture, tcR*vec2(0.5,1.0)+vec2(0.25,0.0)).r; color.g = texture2D(bgl_RenderedTexture, tcG*vec2(0.5,1.0)+vec2(0.25,0.0)).g; color.b = texture2D(bgl_RenderedTexture, tcB*vec2(0.5,1.0)+vec2(0.25,0.0)).b; color = color * edges(tcR); gl_FragColor = color; Loading Loading
space_view3d_virtual_reality/oculus_dk2.glsl +4 −4 Changes for space_view3d_virtual_reality/oculus_dk2.glsl: 4 added lines, 4 removed lines. Original line number Diff line number Diff line // Oculus DK2 lens distortion shader for single eye // shader is adapted from Oculus DK1 distortion shader by // Lubosz Sarnecki(lubosz.wordpress.com/)a // Lubosz Sarnecki(lubosz.wordpress.com/) uniform sampler2D bgl_RenderedTexture; uniform float bgl_RenderedTextureWidth; Loading Loading @@ -54,9 +54,9 @@ void main() tcR = hmdWarp(texCoord, Scale, ScaleIn, eta.r ); tcG = hmdWarp(texCoord, Scale, ScaleIn, eta.g ); tcB = hmdWarp(texCoord, Scale, ScaleIn, eta.b ); color.r = texture2D(bgl_RenderedTexture, tcR).r; color.g = texture2D(bgl_RenderedTexture, tcG).g; color.b = texture2D(bgl_RenderedTexture, tcB).b; color.r = texture2D(bgl_RenderedTexture, tcR*vec2(0.5,1.0)+vec2(0.25,0.0)).r; color.g = texture2D(bgl_RenderedTexture, tcG*vec2(0.5,1.0)+vec2(0.25,0.0)).g; color.b = texture2D(bgl_RenderedTexture, tcB*vec2(0.5,1.0)+vec2(0.25,0.0)).b; color = color * edges(tcR); gl_FragColor = color; Loading