We read every piece of feedback, and take your input very seriously.
To see all available qualifiers, see our documentation.
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
From https://docs.google.com/presentation/d/19x9XDjUvkW_9gsfsMQzt3hZbRNziVsoCEHOn4AercAc/edit#slide=id.g5791d9ed1_015
This probably needs a rewrite of all vertex shaders but it's worth the effort.
Pseudocode:
Matrix WorldToEyeClipMatrix[2] // computed from SDK Vector4 EyeClipEdge[2]={(-1,0,0,1), (1,0,0,1)} float EyeOffsetScale[2]={0.5,-0.5} uint eyeIndex = instanceID & 1 // use low bit as eye index. Vector4 clipPos = worldPos * WorldToEyeClipMatrix[eyeIndex] cullDistanceOut.x = clipDistanceOut.x = clipPos · EyeClipEdge[eyeIndex] clipPos.x *= 0.5; // shrink to half of the screen clipPos.x += EyeOffsetScale[eyeIndex] * clipPos.w; // scoot left or right. clipPositionOut = clipPos
The text was updated successfully, but these errors were encountered:
No branches or pull requests
From https://docs.google.com/presentation/d/19x9XDjUvkW_9gsfsMQzt3hZbRNziVsoCEHOn4AercAc/edit#slide=id.g5791d9ed1_015
This probably needs a rewrite of all vertex shaders but it's worth the effort.
Pseudocode:
The text was updated successfully, but these errors were encountered: