Forum Discussion
lazydodo
13 years agoHonored Guest
Shader Optimization.
I was playing with the shader and wondered if it could be optimized. Lets start with the standard Shader float2 HmdWarp(float2 in01) { float2 theta = (in01 - LensCenter) * ScaleIn; // ...
Entroper
13 years agoHonored Guest
"owenwp" wrote:
The distortion is not a linear function, so you will get swimming artifacts if you do it that way.
The question is, how dense do you need to make the mesh to avoid this. If you can get the error down to half a pixel or less, it should look okay. If you did 32x40 quads, each quad would span 20x20 pixels pre-warp. And the larger error amounts will probably be in your peripheral vision, anyway.
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