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Redesigned stereo rendering mechanism
Now it's easier for the user! Just init Oculus device and get stereo rendering!
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@ -50,22 +50,15 @@ int main()
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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for (int eye = 0; eye < 2; eye++)
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{
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SetOculusView(eye);
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(10, 1.0f);
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DrawDefaultBuffers(); // Process internal dynamic buffers
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}
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End3dMode();
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@ -10,12 +10,13 @@ uniform sampler2D texture0;
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
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const vec2 RightLensCenter = vec2(0.7136753, 0.5);
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const vec2 LeftLensCenter = vec2(0.288, 0.5);
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const vec2 RightLensCenter = vec2(0.712, 0.5);
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const vec2 LeftScreenCenter = vec2(0.25, 0.5);
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const vec2 RightScreenCenter = vec2(0.75, 0.5);
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const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
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const vec2 ScaleIn = vec2(4, 2.2222);
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uniform vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
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uniform vec2 ScaleIn = vec2(4, 2.2222);
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const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
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const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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