Fixed left/right offsets
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1 changed files with 5 additions and 5 deletions
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@ -3,7 +3,7 @@
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*
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*
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* Uses VK_KHR_multiview for simultaneously rendering to multiple views and displays these with barrel distortion using a fragment shader
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* Uses VK_KHR_multiview for simultaneously rendering to multiple views and displays these with barrel distortion using a fragment shader
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*
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*
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* Copyright (C) 2018 by Sascha Willems - www.saschawillems.de
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* Copyright (C) 2018-2023 by Sascha Willems - www.saschawillems.de
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*
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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*/
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@ -622,8 +622,8 @@ public:
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rotM = glm::rotate(rotM, glm::radians(camera.rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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rotM = glm::rotate(rotM, glm::radians(camera.rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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// Left eye
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// Left eye
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left = -aspectRatio * wd2 + 0.5f * eyeSeparation * ndfl;
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left = -aspectRatio * wd2 - 0.5f * eyeSeparation * ndfl;
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right = aspectRatio * wd2 + 0.5f * eyeSeparation * ndfl;
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right = aspectRatio * wd2 - 0.5f * eyeSeparation * ndfl;
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transM = glm::translate(glm::mat4(1.0f), camera.position - camRight * (eyeSeparation / 2.0f));
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transM = glm::translate(glm::mat4(1.0f), camera.position - camRight * (eyeSeparation / 2.0f));
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@ -631,8 +631,8 @@ public:
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ubo.modelview[0] = rotM * transM;
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ubo.modelview[0] = rotM * transM;
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// Right eye
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// Right eye
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left = -aspectRatio * wd2 - 0.5f * eyeSeparation * ndfl;
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left = -aspectRatio * wd2 + 0.5f * eyeSeparation * ndfl;
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right = aspectRatio * wd2 - 0.5f * eyeSeparation * ndfl;
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right = aspectRatio * wd2 + 0.5f * eyeSeparation * ndfl;
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transM = glm::translate(glm::mat4(1.0f), camera.position + camRight * (eyeSeparation / 2.0f));
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transM = glm::translate(glm::mat4(1.0f), camera.position + camRight * (eyeSeparation / 2.0f));
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