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plugins/openvr: Strip trailing whitespace.
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4 changed files with 10 additions and 10 deletions
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@ -93,10 +93,10 @@ out vec4 FragColor;
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void main() {
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vec2 uv = vTexCoord;
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mat4 eyeInverseProjection;
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mat4 eyeProjection;
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float xoffset = 1.0;
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vec2 uvmin = vec2(0.0);
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vec2 uvmax = vec2(1.0);
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@ -117,12 +117,12 @@ void main() {
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vec4 ndcSpace = vec4(vPosition, 1.0);
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ndcSpace.x *= 2.0;
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ndcSpace.x += xoffset;
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// Convert from NDC to eyespace
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vec4 eyeSpace = eyeInverseProjection * ndcSpace;
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eyeSpace /= eyeSpace.w;
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// Convert to a noramlized ray
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// Convert to a noramlized ray
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vec3 ray = eyeSpace.xyz;
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ray = normalize(ray);
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@ -140,7 +140,7 @@ void main() {
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ndcSpace /= ndcSpace.w;
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ndcSpace.x -= xoffset;
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ndcSpace.x /= 2.0;
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// Calculate the new UV coordinates
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uv = (ndcSpace.xy / 2.0) + 0.5;
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if (any(greaterThan(uv, uvmax)) || any(lessThan(uv, uvmin))) {
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@ -27,7 +27,7 @@ static const size_t COMPOSITING_BUFFER_SIZE = 3;
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struct CompositeInfo {
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using Queue = std::queue<CompositeInfo>;
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using Array = std::array<CompositeInfo, COMPOSITING_BUFFER_SIZE>;
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gpu::TexturePointer texture;
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uint32_t textureID { 0 };
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glm::mat4 pose;
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@ -306,8 +306,8 @@ void handleOpenVrEvents() {
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#if DEV_BUILD
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//qDebug() << "OpenVR: Event " << activeHmd->GetEventTypeNameFromEnum((vr::EVREventType)event.eventType) << "(" << event.eventType << ")";
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// FIXME: Reinstate the line above and remove the following lines once the problem with excessive occurrences of
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// VREvent_ActionBindingReloaded events is fixed in SteamVR for Linux.
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// FIXME: Reinstate the line above and remove the following lines once the problem with excessive occurrences of
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// VREvent_ActionBindingReloaded events is fixed in SteamVR for Linux.
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// https://github.com/ValveSoftware/SteamVR-for-Linux/issues/307
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#ifdef Q_OS_LINUX
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if (event.eventType != vr::VREvent_ActionBindingReloaded) {
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@ -1831,9 +1831,9 @@ void ViveControllerManager::InputDevice::setConfigFromString(const QString& valu
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}
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/*@jsdoc
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* <p>The <code>Controller.Hardware.Vive</code> object has properties representing the Vive. The property values are integer
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* <p>The <code>Controller.Hardware.Vive</code> object has properties representing the Vive. The property values are integer
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* IDs, uniquely identifying each output. <em>Read-only.</em></p>
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* <p>These outputs can be mapped to actions or functions or <code>Controller.Standard</code> items in a {@link RouteObject}
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* <p>These outputs can be mapped to actions or functions or <code>Controller.Standard</code> items in a {@link RouteObject}
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* mapping.</p>
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* <table>
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* <thead>
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