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[BUGFIX] Removed useless parameters on *Impostor Turntable Lens Shader*
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5 files changed

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-56
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5 files changed

+5
-56
lines changed

otls/shop_impostor_turntable_lens_shader.hda/INDEX__SECTION

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -10,5 +10,5 @@ Inputs: 0 to 0
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Subnet: false
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Python: false
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Empty: false
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Modified: Mon Oct 7 09:50:51 2019
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Modified: Thu Oct 24 11:41:23 2019
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otls/shop_impostor_turntable_lens_shader.hda/gamedev_8_8Shop_1shop__impostor__turntable__lens/CreateScript~Development

Lines changed: 0 additions & 14 deletions
This file was deleted.

otls/shop_impostor_turntable_lens_shader.hda/gamedev_8_8Shop_1shop__impostor__turntable__lens/CreateScript~HEAD

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This file was deleted.

otls/shop_impostor_turntable_lens_shader.hda/gamedev_8_8Shop_1shop__impostor__turntable__lens/DialogScript

Lines changed: 1 addition & 17 deletions
Original file line numberDiff line numberDiff line change
@@ -3,7 +3,7 @@
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/*
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* Houdini Dialog Script generated automatically
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* by vcc from source file asadlens.
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* Generated: Mon Oct 7 09:50:51 2019
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* Generated: Thu Oct 24 11:41:23 2019
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*/
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{
@@ -23,14 +23,6 @@
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default { 1 }
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export none
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}
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parm {
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name fov
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label "fov"
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type float
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default { 180 }
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range { 0 360 }
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export none
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}
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parm {
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name rows
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label "rows"
@@ -55,12 +47,4 @@
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range { 0 100 }
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export none
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}
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parm {
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name camera_zoom
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label "camera_zoom"
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type float
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default { 1.1000000000000001 }
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range { 0.01 2 }
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export none
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}
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}

otls/shop_impostor_turntable_lens_shader.hda/gamedev_8_8Shop_1shop__impostor__turntable__lens/VflCode

Lines changed: 3 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -11,11 +11,11 @@
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#pragma hint I hidden
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#pragma hint fixed_z toggle
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#pragma range fov 0 360
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#pragma hint fov hidden
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#pragma range rows 1 16
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#pragma range columns 1 16
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#pragma range camera_width 0 100
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#pragma range camera_zoom 0.01 2
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#pragma hint camera_zoom hidden
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#include "math.h"
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@@ -62,7 +62,6 @@ fisheyelens(
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float fracy = frac(fy);
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fracx = (fracx*2-1) * camera_width;
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fracy = (fracy*2-1) * camera_width;
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//float currentFrame = ceil(fy)*rows + ceil(fx); //floory instead of ceil(fy)
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float currentFrame = floory * rows + ceil(fx);
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float xx, yy;
@@ -71,10 +70,8 @@ fisheyelens(
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yy = 0;
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} else {
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xx = -(currentFrame/rows)*2-1;
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//(floor(($F/8)-1/8)/7)*2-1
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yy = (((floor((currentFrame/columns)-(1/columns))/(columns-1)))*2-1);
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}
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//float xx = (currentFrame/frames)*2-1;
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float xa = -PI*(xx);
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float ya = (0.5*PI) * -yy;
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float yc = 0;
@@ -95,12 +92,8 @@ fisheyelens(
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vector dir = set(sx*cy, sy, cx*cy);
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crossx = cross(set(0,1,0),set(sx*cy0, sy0, cx*cy0));
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//vector crossx = cross(dir,set(0,1,0));
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vector crossy = cross(dir, crossx);
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P = (dir * p) + crossx*fracx + crossy*-fracy; // pos or neg fracy
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//I = set( sin(theta)*cos(phi),
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// sin(theta)*sin(phi),
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// cos(theta) );
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I = normalize(-dir);
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//I = set(0,0,1);
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}

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