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author | Nils ANDRÉ-CHANG <nils@nilsand.re> | 2019-09-12 21:28:49 +0100 |
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committer | Nils ANDRÉ-CHANG <nils@nilsand.re> | 2019-09-26 20:36:12 +0100 |
commit | 0024dd7bb5a8a5194ed0283fc506edcd8b4a7737 (patch) | |
tree | 86316cccbf4fda58a275a7451e37fda83465bb20 /drivers/gles3/shaders/copy.glsl | |
parent | cafb888361eba08297dd88b18dc71f4d418525c0 (diff) | |
parent | 24e1039eb6fe32115e8d1a62a84965e9be19a2ed (diff) |
Merge branch 'master' into tab_key
Diffstat (limited to 'drivers/gles3/shaders/copy.glsl')
-rw-r--r-- | drivers/gles3/shaders/copy.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index 232b9ce7c0..1952e201aa 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -165,11 +165,11 @@ void main() { #elif defined(USE_ASYM_PANO) // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result. - // Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1. + // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted. // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image. vec3 cube_normal; - cube_normal.z = -1000000.0; + cube_normal.z = -1.0; cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y; cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a; cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal; |