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Update multiview implementation to use OVR_multiview2
1 parent c002917 commit 737acfd

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2 files changed

+7
-7
lines changed

2 files changed

+7
-7
lines changed

aquarium/aquarium.js

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -536,7 +536,7 @@ function createProgramFromTags(
536536

537537
var vsPrefix = ["#version 300 es"];
538538
if (opt_multiview) {
539-
vsPrefix.push("#extension GL_OVR_multiview : require");
539+
vsPrefix.push("#extension GL_OVR_multiview2 : require");
540540
vsPrefix.push("layout(num_views = 2) in;");
541541

542542
var addToMain = '';
@@ -556,7 +556,7 @@ function createProgramFromTags(
556556

557557
var fsPrefix = ["#version 300 es"];
558558
if (opt_multiview) {
559-
fsPrefix.push("#extension GL_OVR_multiview : require");
559+
fsPrefix.push("#extension GL_OVR_multiview2 : require");
560560
}
561561
fsPrefix.push("out mediump vec4 my_FragColor;");
562562
fs = fsPrefix.join('\n') + fs;
@@ -884,7 +884,7 @@ function main() {
884884
g_fpsTimer = new tdl.fps.FPSTimer();
885885
if (isMultiviewSupportEnabled()) {
886886
gl = tdl.webgl.setupWebGL(canvas, {antialias: false}, undefined, 'webgl2');
887-
multiview = gl.getExtension('WEBGL_multiview');
887+
multiview = gl.getExtension('OVR_multiview2');
888888
} else {
889889
gl = tdl.webgl.setupWebGL(canvas);
890890
}
@@ -1878,14 +1878,14 @@ function setupMultiviewFbIfNeeded() {
18781878
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
18791879
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
18801880
gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, gl.RGBA8, halfWidth, canvas.height, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
1881-
multiview.framebufferTextureMultiviewWEBGL(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, g_multiviewTex, 0, 0, 2);
1881+
multiview.framebufferTextureMultiviewOVR(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, g_multiviewTex, 0, 0, 2);
18821882

18831883
g_multiviewDepth = gl.createTexture();
18841884
gl.bindTexture(gl.TEXTURE_2D_ARRAY, g_multiviewDepth);
18851885
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
18861886
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
18871887
gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, gl.DEPTH24_STENCIL8, halfWidth, canvas.height, 2, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
1888-
multiview.framebufferTextureMultiviewWEBGL(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, g_multiviewDepth, 0, 0, 2);
1888+
multiview.framebufferTextureMultiviewOVR(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, g_multiviewDepth, 0, 0, 2);
18891889

18901890
g_multiviewViewFb = [null, null];
18911891
for (var viewIndex = 0; viewIndex < 2; ++viewIndex) {

tdl/particles.js

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -294,7 +294,7 @@ tdl.particles.ParticleSystem = function(gl,
294294
var makeShaderSourceMultiview = function(shaderType, shaderString) {
295295
// Replace shader code to get ESSL3 shader code and enable multiview (huge hack, do not do this at home kids)
296296
var prefix = ["#version 300 es"];
297-
prefix.push("#extension GL_OVR_multiview : require");
297+
prefix.push("#extension GL_OVR_multiview2 : require");
298298
if (shaderType == 'vs') {
299299
prefix.push("layout(num_views = 2) in;");
300300
} else {
@@ -327,7 +327,7 @@ tdl.particles.ParticleSystem = function(gl,
327327
};
328328

329329
var multiviewShaders = [];
330-
if (gl.getExtension('WEBGL_multiview')) {
330+
if (gl.getExtension('OVR_multiview2')) {
331331
multiviewShaders.push(new tdl.shader.Shader(gl,
332332
makeShaderSourceMultiview('vs', tdl.particles.SHADER_STRINGS[0]),
333333
makeShaderSourceMultiview('fs', tdl.particles.SHADER_STRINGS[2])));

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