diff --git a/aquarium/aquarium.js b/aquarium/aquarium.js index 37482b13..e1b7f4b7 100755 --- a/aquarium/aquarium.js +++ b/aquarium/aquarium.js @@ -536,7 +536,7 @@ function createProgramFromTags( var vsPrefix = ["#version 300 es"]; if (opt_multiview) { - vsPrefix.push("#extension GL_OVR_multiview : require"); + vsPrefix.push("#extension GL_OVR_multiview2 : require"); vsPrefix.push("layout(num_views = 2) in;"); var addToMain = ''; @@ -556,7 +556,7 @@ function createProgramFromTags( var fsPrefix = ["#version 300 es"]; if (opt_multiview) { - fsPrefix.push("#extension GL_OVR_multiview : require"); + fsPrefix.push("#extension GL_OVR_multiview2 : require"); } fsPrefix.push("out mediump vec4 my_FragColor;"); fs = fsPrefix.join('\n') + fs; @@ -884,7 +884,7 @@ function main() { g_fpsTimer = new tdl.fps.FPSTimer(); if (isMultiviewSupportEnabled()) { gl = tdl.webgl.setupWebGL(canvas, {antialias: false}, undefined, 'webgl2'); - multiview = gl.getExtension('WEBGL_multiview'); + multiview = gl.getExtension('OVR_multiview2'); } else { gl = tdl.webgl.setupWebGL(canvas); } @@ -1878,14 +1878,14 @@ function setupMultiviewFbIfNeeded() { gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, gl.RGBA8, halfWidth, canvas.height, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); - multiview.framebufferTextureMultiviewWEBGL(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, g_multiviewTex, 0, 0, 2); + multiview.framebufferTextureMultiviewOVR(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, g_multiviewTex, 0, 0, 2); g_multiviewDepth = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D_ARRAY, g_multiviewDepth); gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, gl.DEPTH24_STENCIL8, halfWidth, canvas.height, 2, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null); - multiview.framebufferTextureMultiviewWEBGL(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, g_multiviewDepth, 0, 0, 2); + multiview.framebufferTextureMultiviewOVR(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, g_multiviewDepth, 0, 0, 2); g_multiviewViewFb = [null, null]; for (var viewIndex = 0; viewIndex < 2; ++viewIndex) { diff --git a/tdl/particles.js b/tdl/particles.js index a4d1a50b..7022cc95 100644 --- a/tdl/particles.js +++ b/tdl/particles.js @@ -294,7 +294,7 @@ tdl.particles.ParticleSystem = function(gl, var makeShaderSourceMultiview = function(shaderType, shaderString) { // Replace shader code to get ESSL3 shader code and enable multiview (huge hack, do not do this at home kids) var prefix = ["#version 300 es"]; - prefix.push("#extension GL_OVR_multiview : require"); + prefix.push("#extension GL_OVR_multiview2 : require"); if (shaderType == 'vs') { prefix.push("layout(num_views = 2) in;"); } else { @@ -327,7 +327,7 @@ tdl.particles.ParticleSystem = function(gl, }; var multiviewShaders = []; - if (gl.getExtension('WEBGL_multiview')) { + if (gl.getExtension('OVR_multiview2')) { multiviewShaders.push(new tdl.shader.Shader(gl, makeShaderSourceMultiview('vs', tdl.particles.SHADER_STRINGS[0]), makeShaderSourceMultiview('fs', tdl.particles.SHADER_STRINGS[2])));