Shader almost complete
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@ -1,7 +1,25 @@
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#version 330 core
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uniform bool enabled;
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uniform bool show_banner;
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uniform sampler2D uDesktopTexture;
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uniform mat4 g_imu_quat_data;
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uniform mat4 imu_quat_data;
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uniform vec4 look_ahead_cfg;
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uniform float display_zoom;
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uniform float display_north_offset;
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uniform float lens_distance_ratio;
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uniform bool sbs_enabled;
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uniform bool sbs_content;
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uniform bool sbs_mode_stretched;
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uniform bool custom_banner_enabled;
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uniform float stage_aspect_ratio;
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uniform float display_aspect_ratio;
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uniform float half_fov_z_rads;
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uniform float half_fov_y_rads;
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uniform float screen_distance;
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uniform float frametime;
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float look_ahead_ms_cap = 45.0;
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vec4 quatMul(vec4 q1, vec4 q2) {
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vec3 u = vec3(q1.x, q1.y, q1.z);
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@ -28,72 +46,14 @@ vec3 applyLookAhead(
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in vec3 accel,
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in float t,
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in float t_squared) {
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vec3 _91 = velocity * t;
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vec3 _92 = position + _91;
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vec3 _94 = vec3(5.00000000e-01, 5.00000000e-01, 5.00000000e-01) * accel;
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vec3 _96 = _94 * t_squared;
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vec3 _97 = _92 + _96;
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return _97;
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}
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vec4 quatMul(
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in vec4 q1,
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in vec4 q2) {
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vec3 _105 = vec3(q1.x, q1.y, q1.z);
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vec3 u = _105;
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float s = q1.w;
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vec3 _112 = vec3(q2.x, q2.y, q2.z);
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vec3 v = _112;
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float t_115 = q2.w;
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vec3 _117 = s * v;
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vec3 _119 = t_115 * u;
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vec3 _120 = _117 + _119;
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vec3 _121 = cross(u, v);
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vec3 _122 = _120 + _121;
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float _123 = s * t_115;
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float _124 = dot(u, v);
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float _125 = _123 - _124;
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vec4 _129 = vec4(_122.x, _122.y, _122.z, _125);
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return _129;
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}
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vec4 quatConj(
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in vec4 q) {
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float _134 = -(q.x);
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float _136 = -(q.y);
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float _138 = -(q.z);
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vec4 _140 = vec4(_134, _136, _138, q.w);
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return _140;
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}
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vec3 applyQuaternionToVector(
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in vec4 q,
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in vec3 v) {
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vec4 _149 = vec4(v.x, v.y, v.z, 0.00000000e+00);
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vec4 _150;
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vec4 _151;
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_150 = q;
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_151 = _149;
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vec4 _152 = quatMul(_150, _151);
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vec4 _153;
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_153 = q;
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vec4 _154 = quatConj(_153);
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vec4 _155;
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vec4 _156;
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_155 = _152;
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_156 = _154;
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vec4 _157 = quatMul(_155, _156);
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vec4 p = _157;
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return p.xyz;
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return position + velocity * t + 0.5 * accel * t_squared;
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}
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vec3 rateOfChange(
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in vec3 v1,
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in vec3 v2,
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in float delta_time) {
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vec3 _165 = v1 - v2;
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vec3 _167 = _165 / delta_time;
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return _167;
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return (v1 - v2) / delta_time;
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}
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bool isKeepaliveRecent(
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@ -110,50 +70,118 @@ bool isKeepaliveRecent(
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void PS_IMU_Transform(vec4 pos, vec2 texcoord, out vec4 color) {
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float texcoord_x_min = 0.0;
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float texcoord_x_max = 1.0;
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vec2 screen_size = vec2(1920, 1080);
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float lens_y_offset = 0.0;
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float lens_z_offset = 0.0;
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float aspect_ratio = stage_aspect_ratio;
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float screen_aspect_ratio = screen_size.x / screen_size.y;
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float native_aspect_ratio = screen_aspect_ratio;
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if (enabled && sbs_enabled) {
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bool right_display = texcoord.x > 0.5;
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aspect_ratio /= 2;
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float diag_to_vert_ratio = sqrt(screen_aspect_ratio * screen_aspect_ratio + 1.0);
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float half_fov_z_rads = radians(46.0 / diag_to_vert_ratio)/2.0;
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float half_fov_y_rads = half_fov_z_rads * screen_aspect_ratio;
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lens_y_offset = lens_distance_ratio / 3;
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if (right_display) lens_y_offset = -lens_y_offset;
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if (sbs_content) {
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// source video is SBS, left-half of the screen goes to the left lens, right-half to the right lens
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if (right_display)
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texcoord_x_min = 0.5;
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else
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texcoord_x_max = 0.5;
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}
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if (!sbs_mode_stretched) {
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// if the content isn't stretched, assume it's centered in the middle 50% of the screen
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texcoord_x_min = max(0.25, texcoord_x_min);
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texcoord_x_max = min(0.75, texcoord_x_max);
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}
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float screen_distance = 1.0 - 0.05;
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// translate the texcoord respresenting the current lens's half of the screen to a full-screen texcoord
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texcoord.x = (texcoord.x - (right_display ? 0.5 : 0.0)) * 2;
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}
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float lens_fov_z_offset_rads = atan(lens_z_offset/screen_distance);
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float fov_z_pos = tan(half_fov_z_rads - lens_fov_z_offset_rads) * screen_distance;
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float fov_z_neg = -tan(half_fov_z_rads + lens_fov_z_offset_rads) * screen_distance;
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float fov_z_width = fov_z_pos - fov_z_neg;
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if (!enabled || show_banner) {
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// vec2 banner_size = vec2(800.0 / ReShade::ScreenSize.x, 200.0 / ReShade::ScreenSize.y); // Assuming ScreenWidth and ScreenHeight are defined
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float lens_fov_y_offset_rads = atan(lens_y_offset/screen_distance);
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float fov_y_pos = tan(half_fov_y_rads - lens_fov_y_offset_rads) * screen_distance;
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float fov_y_neg = -tan(half_fov_y_rads + lens_fov_y_offset_rads) * screen_distance;
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float fov_y_width = fov_y_pos - fov_y_neg;
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float vec_x = screen_distance;
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float vec_y = -texcoord.x * fov_y_width + fov_y_pos;
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float vec_z = -texcoord.y * fov_z_width + fov_z_pos;
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vec3 texcoord_vector = vec3(vec_x, vec_y, vec_z);
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vec3 lens_vector = vec3(0.05, lens_y_offset, lens_z_offset);
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// if (show_banner &&
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// texcoord.x >= banner_position.x - banner_size.x / 2 &&
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// texcoord.x <= banner_position.x + banner_size.x / 2 &&
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// texcoord.y >= banner_position.y - banner_size.y / 2 &&
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// texcoord.y <= banner_position.y + banner_size.y / 2)
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// {
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// vec2 banner_texcoord = (texcoord - (banner_position - banner_size / 2)) / banner_size;
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// if (custom_banner_enabled) {
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// color = tex2D(customBannerSampler, banner_texcoord);
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// } else {
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// color = tex2D(calibratingSampler, banner_texcoord);
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// }
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// } else {
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// adjust texcoord back to the range that describes where the content is displayed
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float texcoord_width = texcoord_x_max - texcoord_x_min;
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texcoord.x = texcoord.x * texcoord_width + texcoord_x_min;
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vec3 res = applyQuaternionToVector(g_imu_quat_data[0], texcoord_vector);
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bool looking_behind = res.x < 0.0;
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// deconstruct the rotated and scaled vector back to a texcoord (just inverse operations of the first conversion
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// above)
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texcoord.x = (fov_y_pos - res.y) / fov_y_width;
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texcoord.y = (fov_z_pos - res.z) / fov_z_width;
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// apply the screen offsets now
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float texcoord_width = texcoord_x_max - texcoord_x_min;
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texcoord.x = texcoord.x * texcoord_width + texcoord_x_min;
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if (looking_behind || texcoord.x < texcoord_x_min || texcoord.y < 0.0 || texcoord.x > texcoord_x_max || texcoord.y > 1.0 || texcoord.x <= 0.005 && texcoord.y <= 0.005) {
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color = vec4(0, 0, 0, 1);
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color = texture2D(uDesktopTexture, texcoord);
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// }
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} else {
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color = texture2D(uDesktopTexture, texcoord);
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float lens_fov_z_offset_rads = atan(lens_z_offset/screen_distance);
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float fov_z_pos = tan(half_fov_z_rads - lens_fov_z_offset_rads) * screen_distance;
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float fov_z_neg = -tan(half_fov_z_rads + lens_fov_z_offset_rads) * screen_distance;
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float fov_z_width = fov_z_pos - fov_z_neg;
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float lens_fov_y_offset_rads = atan(lens_y_offset/screen_distance);
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float fov_y_pos = tan(half_fov_y_rads - lens_fov_y_offset_rads) * screen_distance;
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float fov_y_neg = -tan(half_fov_y_rads + lens_fov_y_offset_rads) * screen_distance;
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float fov_y_width = fov_y_pos - fov_y_neg;
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float vec_x = screen_distance;
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float vec_y = -texcoord.x * fov_y_width + fov_y_pos;
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float vec_z = -texcoord.y * fov_z_width + fov_z_pos;
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vec3 texcoord_vector = vec3(vec_x, vec_y, vec_z);
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vec3 lens_vector = vec3(lens_distance_ratio, lens_y_offset, lens_z_offset);
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// then rotate the vector using each of the snapshots provided
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vec3 rotated_vector_t0 = applyQuaternionToVector(imu_quat_data[0], texcoord_vector);
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vec3 rotated_vector_t1 = applyQuaternionToVector(imu_quat_data[1], texcoord_vector);
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vec3 rotated_vector_t2 = applyQuaternionToVector(imu_quat_data[2], texcoord_vector);
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vec3 rotated_lens_vector = applyQuaternionToVector(imu_quat_data[0], lens_vector);
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// compute the two velocities (units/ms) as change in the 3 rotation snapshots
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float delta_time_t0 = imu_quat_data[3].x - imu_quat_data[3].y;
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vec3 velocity_t0 = rateOfChange(rotated_vector_t0, rotated_vector_t1, delta_time_t0);
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vec3 velocity_t1 = rateOfChange(rotated_vector_t1, rotated_vector_t2, imu_quat_data[3].y - imu_quat_data[3].z);
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// and then the acceleration (units/ms^2) as the change in velocities
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vec3 accel_t0 = rateOfChange(velocity_t0, velocity_t1, delta_time_t0);
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// allows for the bottom and top of the screen to have different look-ahead values
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float look_ahead_scanline_adjust = texcoord.y * look_ahead_cfg.z;
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// use the 4th value of the look-ahead config to cap the look-ahead value
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float look_ahead_ms = min(min(look_ahead_cfg.x + frametime * look_ahead_cfg.y, look_ahead_cfg.w), look_ahead_ms_cap) + look_ahead_scanline_adjust;
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float look_ahead_ms_squared = pow(look_ahead_ms, 2);
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// apply most recent velocity and acceleration to most recent position to get a predicted position
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vec3 res = applyLookAhead(rotated_vector_t0, velocity_t0, accel_t0, look_ahead_ms, look_ahead_ms_squared);
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bool looking_behind = res.x < 0.0;
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// divide all values by x to scale the magnitude so x is exactly 1, and multiply by the final display distance
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// so the vector is pointing at a coordinate on the screen
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float display_distance = (sbs_enabled ? display_north_offset : 1.0) - rotated_lens_vector.x;
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res *= display_distance/res.x;
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// adjust x and y by how much our lens moved from its original offset
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res += rotated_lens_vector - lens_vector;
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// deconstruct the rotated and scaled vector back to a texcoord (just inverse operations of the first conversion
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// above)
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texcoord.x = (fov_y_pos - res.y) / fov_y_width;
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texcoord.y = (fov_z_pos - res.z) / fov_z_width;
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// apply the screen offsets now
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float texcoord_width = texcoord_x_max - texcoord_x_min;
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texcoord.x = texcoord.x * texcoord_width + texcoord_x_min;
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if (looking_behind || texcoord.x < texcoord_x_min || texcoord.y < 0.0 || texcoord.x > texcoord_x_max || texcoord.y > 1.0 || texcoord.x <= 0.005 && texcoord.y <= 0.005) {
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color = vec4(0, 0, 0, 1);
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} else {
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color = texture2D(uDesktopTexture, texcoord);
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}
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}
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}
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@ -18,10 +18,11 @@ const BOOL_SIZE = UINT8_SIZE;
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const UINT_SIZE = 4;
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const FLOAT_SIZE = 4;
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// end offset, exclusive
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const DATA_VIEW_INFO_OFFSET_INDEX = 0;
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const DATA_VIEW_INFO_SIZE_INDEX = 1;
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const DATA_VIEW_INFO_COUNT_INDEX = 1;
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const DATA_VIEW_INFO_COUNT_INDEX = 2;
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// computes the end offset, exclusive
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function dataViewEnd(dataViewInfo) {
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return dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX] + dataViewInfo[DATA_VIEW_INFO_SIZE_INDEX] * dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX];
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}
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@ -32,8 +33,8 @@ const DATA_LAYOUT_VERSION = 1;
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// DataView info: [offset, size, count]
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const VERSION = [0, UINT8_SIZE, 1];
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const ENABLED = [dataViewEnd(VERSION), BOOL_SIZE, 1];
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const EPOCH_SEC_OFFSET = [dataViewEnd(VERSION), UINT_SIZE, 1];
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const LOOK_AHEAD_CFG = [dataViewEnd(EPOCH_SEC_OFFSET), FLOAT_SIZE, 4];
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const EPOCH_SEC = [dataViewEnd(ENABLED), UINT_SIZE, 1];
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const LOOK_AHEAD_CFG = [dataViewEnd(EPOCH_SEC), FLOAT_SIZE, 4];
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const DISPLAY_RES = [dataViewEnd(LOOK_AHEAD_CFG), UINT_SIZE, 2];
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const DISPLAY_FOV = [dataViewEnd(DISPLAY_RES), FLOAT_SIZE, 1];
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const DISPLAY_ZOOM = [dataViewEnd(DISPLAY_FOV), FLOAT_SIZE, 1];
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@ -48,6 +49,7 @@ const IMU_QUAT_DATA = [dataViewEnd(CUSTOM_BANNER_ENABLED), FLOAT_SIZE, 16];
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// cached after first retrieval
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const shaderUniformLocations = {
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'enabled': null,
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'show_banner': null,
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'imu_quat_data': null,
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'look_ahead_cfg': null,
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'stage_aspect_ratio': null,
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@ -61,7 +63,8 @@ const shaderUniformLocations = {
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'custom_banner_enabled': null,
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'half_fov_z_rads': null,
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'half_fov_y_rads': null,
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'screen_distance': null
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'screen_distance': null,
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'frametime': null
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};
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function dataViewUint8(dataView, dataViewInfo) {
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@ -74,7 +77,7 @@ function dataViewUint(dataView, dataViewInfo) {
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function dataViewUintArray(dataView, dataViewInfo) {
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const uintArray = []
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const offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
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let offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
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for (let i = 0; i < dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX]; i++) {
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uintArray.push(dataView.getUint32(offset, true));
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offset += UINT_SIZE;
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@ -88,7 +91,7 @@ function dataViewFloat(dataView, dataViewInfo) {
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function dataViewFloatArray(dataView, dataViewInfo) {
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const floatArray = []
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const offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
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let offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
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for (let i = 0; i < dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX]; i++) {
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floatArray.push(dataView.getFloat32(offset, true));
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offset += FLOAT_SIZE;
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@ -116,15 +119,20 @@ function setUniformFloat(effect, locationName, dataViewInfo, value) {
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function transferUniformFloat(effect, locationName, dataView, dataViewInfo) {
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setUniformFloat(effect, locationName, dataViewInfo, dataViewFloatArray(dataView, dataViewInfo));
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}
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function setSingleFloat(effect, locationName, value) {
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effect.set_uniform_float(shaderUniformLocations[locationName], 1, [value]);
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}
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function setUniformMatrix(effect, locationName, components, dataView, dataViewInfo) {
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const numValues = dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX];
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if (numValues / componenents !== components) {
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if (numValues / components !== components) {
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throw new Error('Invalid matrix size');
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}
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const floatArray = [].fill(0, 0, numValues);
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const offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
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let offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
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for (let i = 0; i < numValues; i++) {
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// GLSL uses column-major order, so we need to transpose the matrix
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const row = i % components;
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@ -144,14 +152,18 @@ function degreeToRadian(degree) {
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return degree * Math.PI / 180;
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}
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// config doesn't change frequently, so we'll set these all at once, periodically
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function setConfigUniformVarables(effect, dataView) {
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// most uniforms don't change frequently, this function should be called periodically
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function setIntermittentUniformVariables() {
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const dataView = this._dataView;
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const version = dataViewUint8(dataView, VERSION);
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const date = dataViewUint(dataView, EPOCH_SEC_OFFSET);
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const date = dataViewUint(dataView, EPOCH_SEC);
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const validKeepalive = Math.abs(getEpochSec() - date) < 5;
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const imuData = dataViewFloatArray(dataView, IMU_QUAT_DATA);
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const imuResetState = imuData[0] === 0.0 && imuData[1] === 0.0 && imuData[2] === 0.0 && imuData[3] === 1.0;
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const enabled = dataViewUint8(dataView, ENABLED) !== 0 && version === DATA_LAYOUT_VERSION && validKeepalive && !imuResetState;
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if (enabled) {
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const displayRes = dataViewUintArray(dataView, DISPLAY_RES);
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const displayFov = dataViewFloat(dataView, DISPLAY_FOV);
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@ -165,76 +177,77 @@ function setConfigUniformVarables(effect, dataView) {
|
|||
const halfFovYRads = halfFovZRads * stageAspectRatio;
|
||||
const screenDistance = 1.0 - lensDistanceRatio;
|
||||
|
||||
// all these values are passed directly to the shader, unmodified
|
||||
transferUniformFloat(effect, 'imu_quat_data', dataView, IMU_QUAT_DATA);
|
||||
transferUniformFloat(effect, 'look_ahead_cfg', dataView, LOOK_AHEAD_CFG);
|
||||
transferUniformFloat(effect, 'display_zoom', dataView, DISPLAY_ZOOM);
|
||||
transferUniformFloat(effect, 'display_north_offset', dataView, DISPLAY_NORTH_OFFSET);
|
||||
transferUniformFloat(effect, 'lens_distance_ratio', dataView, LENS_DISTANCE_RATIO);
|
||||
transferUniformBoolean(effect, 'sbs_enabled', dataView, SBS_ENABLED);
|
||||
transferUniformBoolean(effect, 'sbs_content', dataView, SBS_CONTENT);
|
||||
transferUniformBoolean(effect, 'sbs_mode_stretched', dataView, SBS_MODE_STRETCHED);
|
||||
transferUniformBoolean(effect, 'custom_banner_enabled', dataView, CUSTOM_BANNER_ENABLED);
|
||||
// all these values are transferred directly, unmodified from the driver
|
||||
transferUniformFloat(this, 'look_ahead_cfg', dataView, LOOK_AHEAD_CFG);
|
||||
transferUniformFloat(this, 'display_zoom', dataView, DISPLAY_ZOOM);
|
||||
transferUniformFloat(this, 'display_north_offset', dataView, DISPLAY_NORTH_OFFSET);
|
||||
transferUniformFloat(this, 'lens_distance_ratio', dataView, LENS_DISTANCE_RATIO);
|
||||
transferUniformBoolean(this, 'sbs_enabled', dataView, SBS_ENABLED);
|
||||
transferUniformBoolean(this, 'sbs_content', dataView, SBS_CONTENT);
|
||||
transferUniformBoolean(this, 'sbs_mode_stretched', dataView, SBS_MODE_STRETCHED);
|
||||
transferUniformBoolean(this, 'custom_banner_enabled', dataView, CUSTOM_BANNER_ENABLED);
|
||||
|
||||
// no dataViewInfo, so we set these manually
|
||||
effect.set_uniform_float(shaderUniformLocations['stage_aspect_ratio'], 1, [stageAspectRatio]);
|
||||
effect.set_uniform_float(shaderUniformLocations['display_aspect_ratio'], 1, [displayAspectRatio]);
|
||||
effect.set_uniform_float(shaderUniformLocations['half_fov_z_rads'], 1, [halfFovZRads]);
|
||||
effect.set_uniform_float(shaderUniformLocations['half_fov_y_rads'], 1, [halfFovYRads]);
|
||||
effect.set_uniform_float(shaderUniformLocations['screen_distance'], 1, [screenDistance]);
|
||||
// computed values with no dataViewInfo, so we set these manually
|
||||
setSingleFloat(this, 'show_banner', imuResetState);
|
||||
setSingleFloat(this, 'stage_aspect_ratio', stageAspectRatio);
|
||||
setSingleFloat(this, 'display_aspect_ratio', displayAspectRatio);
|
||||
setSingleFloat(this, 'half_fov_z_rads', halfFovZRads);
|
||||
setSingleFloat(this, 'half_fov_y_rads', halfFovYRads);
|
||||
setSingleFloat(this, 'screen_distance', screenDistance);
|
||||
setSingleFloat(this, 'frametime', this._frametime);
|
||||
}
|
||||
setUniformBoolean(effect, shaderUniformLocations['enabled'], ENABLED, enabled);
|
||||
setSingleFloat(this, 'enabled', enabled);
|
||||
}
|
||||
|
||||
|
||||
class Extension {
|
||||
enable() {
|
||||
var XREffect = GObject.registerClass({}, class XREffect extends Shell.GLSLEffect {
|
||||
vfunc_build_pipeline() {
|
||||
// Shell.GLSLEffect requires the declarations and the main source code as separate
|
||||
// strings. As it's more convenient to store the in one GLSL file, we use a regex
|
||||
// here to split the source code in two parts.
|
||||
const code = getShaderSource('/home/wayne/IdeaProjects/nreal/breezy-desktop/gnome/breezydesktop@org.xronlinux/IMUAdjust.frag');
|
||||
|
||||
const shaderPath = GLib.getenv('BREEZY_GNOME_SHADER_PATH');
|
||||
const code = getShaderSource(shaderPath);
|
||||
const main = 'PS_IMU_Transform(vec4(0, 0, 0, 0), cogl_tex_coord_in[0].xy, cogl_color_out);';
|
||||
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, code, main, false);
|
||||
|
||||
this._frametime = 10; // 100 FPS
|
||||
}
|
||||
|
||||
// TODO - read IMU data and update uniform variables
|
||||
vfunc_paint_target(node, paintContext) {
|
||||
if (!this._initialized) {
|
||||
this._shared_mem_file = Gio.file_new_for_path("/dev/shm/imu_data");
|
||||
}
|
||||
|
||||
const data = this._shared_mem_file.load_contents(null);
|
||||
if (data[0]) {
|
||||
const buffer = new Uint8Array(data[1]).buffer;
|
||||
var dataView = new DataView(buffer);
|
||||
this._dataView = new DataView(buffer);
|
||||
var repaintNeeded = false;
|
||||
if (!this._initialized) {
|
||||
if (!this._initialized) {
|
||||
this.set_uniform_float(this.get_uniform_location('uDesktopTexture'), 1, [0]);
|
||||
this._shared_mem_file = Gio.file_new_for_path("/dev/shm/imu_data");
|
||||
|
||||
// iterate over shaderUniformLocations keys and set the uniform locations
|
||||
for (let key in shaderUniformLocations) {
|
||||
shaderUniformLocations[key] = this.get_uniform_location(key);
|
||||
}
|
||||
this.setIntermittentUniformVariables = setIntermittentUniformVariables.bind(this);
|
||||
this.setIntermittentUniformVariables();
|
||||
|
||||
setConfigUniformVarables(this, dataView);
|
||||
|
||||
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 1000/50, () => {
|
||||
GLib.timeout_add(GLib.PRIORITY_DEFAULT, this._frametime, () => {
|
||||
repaintNeeded = true;
|
||||
this.queue_repaint();
|
||||
return GLib.SOURCE_CONTINUE;
|
||||
});
|
||||
|
||||
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 250, () => {
|
||||
setConfigUniformVarables(this, dataView);
|
||||
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 250, (() => {
|
||||
this.setIntermittentUniformVariables();
|
||||
return GLib.SOURCE_CONTINUE;
|
||||
});
|
||||
}).bind(this));
|
||||
Meta.CursorTracker.get_for_display(global.display).set_pointer_visible(true);
|
||||
console.log(`is_rendering_hardware_accelerated: ${Meta.CursorTracker.get_for_display(global.display).backend.is_rendering_hardware_accelerated()}`);
|
||||
|
||||
this._initialized = true;
|
||||
}
|
||||
|
||||
transferUniformFloat(this, 'imu_quat_data', dataView, IMU_QUAT_DATA);
|
||||
setUniformMatrix(this, 'imu_quat_data', 4, this._dataView, IMU_QUAT_DATA);
|
||||
|
||||
// if (repaintNeeded) {
|
||||
super.vfunc_paint_target(node, paintContext);
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
"name": "Breezy GNOME",
|
||||
"description": "XR virtual desktop for Linux.",
|
||||
"shell-version": [
|
||||
"43"
|
||||
"43", "44"
|
||||
],
|
||||
"url": "https://github.com/wheaney/breezy-desktop"
|
||||
}
|
||||
Loading…
Reference in New Issue