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| Pose grabBarPose = new Pose(0, 0, -0.5f, Quat.LookDir(0, 0, 1)); | |
| Vec2 windowSize = Vec2.Zero; // First frame will not be in the right spot unless we know window size in advance. | |
| public void Update() | |
| { | |
| // Use the size of the Window to position it directly above the grab | |
| // bar. Note that we're using the Pose relative Up direction instead of | |
| // just the Y axis. | |
| Pose windowPose = grabBarPose; | |
| windowPose.position -= grabBarPose.Up * windowSize.y; | |
| // Begin the window, only show the body, and don't allow the user to |
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| using StereoKit; | |
| SK.Initialize("SKRecenter"); | |
| SK.Run(() => { | |
| Mesh.Sphere.Draw(Material.Default, Matrix.TS(0, 0, -0.5f, 0.1f)); | |
| if (Input.Key(Key.Space).IsJustActive()) { | |
| // Get the head pose, and flatten the rotation to just the Y axis. | |
| Pose head = Input.Head; | |
| head.orientation.x = 0; |
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| #include <stereokit.hlsli> | |
| //--color: color = 1,1,1,1 | |
| //--color2:color = 0,0,0,1 | |
| //--slope = 1000 | |
| //--threshold = 0.2 | |
| float4 color; | |
| float4 color2; | |
| float threshold; |
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| namespace StereoKit | |
| { | |
| /// <summary>Some utility functions for converting coordinate data to and | |
| /// from some commonly used tools! | |
| /// | |
| /// StereoKit uses a right-handed coordinate system, where +x is to the | |
| /// right, +y is upwards, and -z is forward. This is the exact same | |
| /// coordinate system as OpenXR, so no conversions are necessary there :) | |
| /// | |
| /// Unity uses a left-handed coordinate system, where +x is to the right, |
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| using System.Collections.Generic; | |
| namespace StereoKit.Framework | |
| { | |
| public class StaticScene | |
| { | |
| internal List<StaticSceneItem> _items = new List<StaticSceneItem>(); | |
| public void AddModel(Model model, Matrix at) | |
| { |
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| using System; | |
| namespace StereoKit.Framework | |
| { | |
| class Camera : IStepper | |
| { | |
| public delegate bool IntersectionDelegate(Ray worldRay, out Ray worldIntersection); | |
| float _headHeight = 1.5f; | |
| float _floor = 0; |
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| //--name = sk/blit/identity | |
| //--source = white | |
| Texture2D source : register(t0); | |
| SamplerState source_s : register(s0); | |
| struct vsIn { | |
| float4 pos : SV_Position; | |
| float2 uv : TEXCOORD0; | |
| }; |
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| // This demo can be seen in motion here: | |
| // https://twitter.com/koujaku/status/1407538105070997504 | |
| using StereoKit; | |
| using System; | |
| class Program { | |
| static void Main(string[] args) { | |
| // Initialize StereoKit | |
| if (!SK.Initialize(new SKSettings { appName = "LerpAnim" })) |
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| Shader "Unlit/Dither Transparent" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _Offset ("Dither Depth Offset", Range(1,100)) = 40 | |
| } | |
| SubShader { | |
| Tags { "RenderType"="Opaque" } | |
| LOD 100 |
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| #if WINDOWS_UWP | |
| using StereoKit; | |
| using System; | |
| using System.Collections.Generic; | |
| using System.Numerics; | |
| using Windows.Foundation; | |
| using Windows.Perception.Spatial; | |
| using Windows.Perception.Spatial.Surfaces; | |
| using Windows.Storage.Streams; |