summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--client2.cpp18
1 files changed, 10 insertions, 8 deletions
diff --git a/client2.cpp b/client2.cpp
index e82c3bf..7083a7a 100644
--- a/client2.cpp
+++ b/client2.cpp
@@ -93,9 +93,9 @@ const char* drawOnCanvasFragmentSource =
//" outColor = vec4(point_in_cam_pic/vec2(CAM_XRES,CAM_YRES),-point_in_cam_pic_uniform.z/1000,1);\n"
" else\n"
" outColor = vec4(0.0,0.0,0.0,0.00);"
- " float xxx = Texcoord.x/3.141592654*180/10+100;"
- " float yyy = Texcoord.y/3.141592654*180/10+100;"
- " if ( (abs(xxx- int(xxx)) < 0.03) || (abs(yyy- int(yyy)) <.03)) outColor = vec4(0.5,0.5,0.5,1);"
+ //" float xxx = Texcoord.x/3.141592654*180/10+100;"
+ //" float yyy = Texcoord.y/3.141592654*180/10+100;"
+ //" if ( (abs(xxx- int(xxx)) < 0.03) || (abs(yyy- int(yyy)) <.03)) outColor = vec4(0.5,0.5,0.5,1);"
"}\n";
@@ -105,7 +105,7 @@ const char* drawFromCanvasFragmentSource =
"uniform float eye_yaw;\n"
"uniform float eye_pitch;\n"
"uniform float eye_roll;\n"
- "const float aspect_ratio=1280./720.;\n"
+ "const float aspect_ratio=1280./2/720.;\n"
"const float horiz_field_of_view=60/180.*3.141592654;\n"
"const float CAM_FX=1/2.0 / tan(horiz_field_of_view/2.0);\n"
"const mat3 eye_cal_inv = transpose(mat3(1/CAM_FX, 0, -1/2/CAM_FX, 0, 1/CAM_FX, -1/aspect_ratio/2/CAM_FX, 0,0,1));\n"
@@ -151,10 +151,11 @@ const char* oculusFragmentSource =
"uniform sampler2D texVideo;\n"
"in vec2 Screencoord;\n"
"out vec4 outColor;\n"
- "const vec2 LeftLensCenter = vec2(0.2, 0.);\n"
- "const vec2 RightLensCenter = vec2(-0.2, 0.);\n"
+ "const vec2 LeftLensCenter = vec2(0, 0.);\n"
+ "const vec2 RightLensCenter = vec2(-0, 0.);\n"
//"const vec4 HmdWarpParam = vec4(1, 0, 0, 0);\n"
- "const vec4 HmdWarpParam = vec4(1, 0.2, 0.1, 0);\n"
+ "const vec4 HmdWarpParam = vec4(1, 0.2, 0.1, 0)*0.78;\n"
+ //"const vec4 HmdWarpParam = vec4(1, 0., 0., 0);\n"
"const float aberr_r = 0.99;\n"
"const float aberr_b = 1.01;\n"
// "const float aberr_r = 0.97;\n"
@@ -165,8 +166,9 @@ const char* oculusFragmentSource =
"{\n"
" vec2 LensCenter = Screencoord.x < 0 ? LeftLensCenter : RightLensCenter;\n"
" float x = (Screencoord.x > 0? Screencoord.x : (Screencoord.x+1))*2 -1;\n" // between -1 and 1
- " float y = (Screencoord.y)/2.5*4.;\n"
+ " float y = (Screencoord.y);\n"
" vec2 theta = (vec2(x,y) - LensCenter);\n"
+// " theta=theta/2;\n"
" float rSq = theta.x*theta.x+theta.y*theta.y;\n"
" vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq +"
" HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n"