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Panini/stereo projection now works in the 'single' VR screen (didn't work correctly) but not on the eyes (did work)
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20
shaders.cpp
20
shaders.cpp
@ -410,13 +410,13 @@ shared_ptr<glhr::GLprogram> write_shader(flagtype shader_flags) {
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if(shader_flags & GF_LEVELS) vmain += "vPos = t;\n";
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if(treset) vmain += "t[3] = 1.0;\n";
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if((shader_flags & SF_PERS3) && panini_alpha) {
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if((shader_flags & SF_PERS3) && panini_alpha && !vrhr::rendering_eye()) {
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vmain += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;";
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/* panini */
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vmain += panini_shader();
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shader_flags |= SF_ORIENT;
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}
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else if((shader_flags & SF_PERS3) && stereo_alpha) {
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else if((shader_flags & SF_PERS3) && stereo_alpha && !vrhr::rendering_eye()) {
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vmain += "t = uPP * t;", vsh += "uniform mediump mat4 uPP;";
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vmain += stereo_shader();
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}
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@ -584,8 +584,10 @@ void display_data::set_projection(int ed, ld shift) {
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};
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bool u_alpha = false;
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glhr::glmatrix pp0 = glhr::id;
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auto use_mv = [] {
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auto use_mv = [&] {
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#if CAP_VR
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auto cd = current_display;
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if(vrhr::rendering_eye()) {
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@ -594,7 +596,14 @@ void display_data::set_projection(int ed, ld shift) {
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}
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else {
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glhr::projection_multiply(glhr::frustum(cd->tanfov, cd->tanfov * cd->ysize / cd->xsize));
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glhr::projection_multiply(glhr::tmtogl_transpose(vrhr::hmd_mv));
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if(selected->uPP != -1) {
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transmatrix swapz = Id;
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swapz[2][2] = -1;
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pp0 = glhr::tmtogl_transpose(swapz * vrhr::hmd_mv);
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glhr::projection_multiply(glhr::tmtogl(swapz));
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}
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else
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glhr::projection_multiply(glhr::tmtogl_transpose(vrhr::hmd_mv));
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}
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#endif
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};
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@ -653,10 +662,13 @@ void display_data::set_projection(int ed, ld shift) {
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}
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if(selected->uPP != -1) {
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glhr::glmatrix pp = glhr::id;
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if(get_shader_flags() & SF_USE_ALPHA)
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pp[3][2] = GLfloat(pconf.alpha);
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pp = pp * pp0;
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if(nisot::local_perspective_used())
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pp = glhr::tmtogl_transpose(NLP) * pp;
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