Which makes it useless. Simply use:
https://github.com/ValveSoftware/openvr
for all devices without headache.
Michael.George.Hart wrote in Tue Apr 11, 2017 2:30 pm:Oculus seems to be a dead project ... I am wonder what happened to it
mike4 wrote in Tue Apr 18, 2017 6:21 am:Another reason to use steamvr/openvr, which is also opensource and supports all devices.
I think the best way will be to integrate it with OSVR wich is truly open source and has plugins to make it work with HTC vive and Oculus rift.
juergen wrote in Sun Jul 02, 2017 9:01 am:Is someone is interested I could post more details.
#version 120
uniform sampler2D lighting_tex;
uniform sampler2D bloom_tex;
uniform sampler2D bufferNW_tex;
uniform sampler2D bufferNE_tex;
uniform sampler2D bufferSW_tex;
uniform sampler2D bufferSE_tex;
uniform bool showBuffers;
uniform bool bloomEnabled;
uniform float bloomStrength;
uniform bool bloomBuffers;
uniform bool bufferNW_enabled;
uniform bool bufferNE_enabled;
uniform bool bufferSW_enabled;
uniform bool bufferSE_enabled;
void main() {
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
float alpha = 0.2;
vec2 position = vec2(2.0 * gl_TexCoord[0].xy - 1.0);
position = position / (1.0 - alpha * length(position));
position = (position + 1.0) * 0.5;
if(position.x > 0.0 && position.y > 0.0 && position.x < 1.0 && position.y < 1.0)
{
color = vec4(texture2D(lighting_tex, position).rgb, 1.0);
}
gl_FragColor = color;
}
You need access to a texture with the framebuffer content inside an extra fragment shader (I used display.frag here):
Thorsten wrote in Sat Feb 17, 2018 8:00 am:You need access to a texture with the framebuffer content inside an extra fragment shader (I used display.frag here):
I don't think so - you just need to make sure every fragment shader runs the operation, which is what filters_ALS. frag is for - of course declaring the uniforms for every effect is cumbersome, but conceptually it is possible.
texture2D(lighting_tex, position)
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