Open hughsk opened 9 years ago
Calculating the projection matrices for each eye of a HMD, as seen in WebVRRenderer.
gl-mat4 now has perspectiveFromFieldOfView to help with this, accepts a field of view object from WebVR getRecommendedEyeFieldOfView
. Used it in voxel-vr but may be worth pulling out some of this code into a generic (non-voxel.js) stackgl module.
Post-processing shaders for barrel distortion, vignettes, and shifting RGB channels.
With WebVR the browser/platform is expected to perform the barrel distortion vignette (source: https://www.youtube.com/playlist?list=PLUj8-Hhrb-a0Z3f70ygX5fXLk8Sa4mTQZ), once the web app requests fullscreening to the VR device. But this still might be useful for VR without WebVR (Google Cardboard? or Oculus Rift on non-WebVR (current) browsers). References:
I'm happy to start taking a look at this.
@nickdesaulniers :grin:
In particular, first, I'd like to abstract a first person camera to use:
It then spits out a view and project matrix for each eye.
With WebVR picking up speed, it'd be interesting to start investigating supporting it with a small collection of modules. Namely: