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94 lines (90 loc) · 3.46 KB
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<!DOCTYPE html>
<html lang="en">
<head>
<title><%= htmlWebpackPlugin.options.title %></title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0, shrink-to-fit=no">
<meta name="mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
<style>
body {
width: 100%;
height: 100%;
background-color: #000;
color: #fff;
margin: 0px;
padding: 0;
overflow: hidden;
}
/* Position the button on the bottom of the page. */
#ui {
position: absolute;
bottom: 10px;
left: 50%;
transform: translate(-50%, -50%);
text-align: center;
font-family: 'Karla', sans-serif;
z-index: 1;
}
a#magic-window {
display: block;
color: white;
margin-top: 1em;
}
</style>
</head>
<body>
<div id="ui">
<div id="vr-button"></div>
<a id="magic-window" href="#">Try it without a headset</a>
</div>
<script>
/*
* Debug parameters.
*/
WebVRConfig = {
/**
* webvr-polyfill configuration
*/
// Forces availability of VR mode.
//FORCE_ENABLE_VR: true, // Default: false.
// Complementary filter coefficient. 0 for accelerometer, 1 for gyro.
//K_FILTER: 0.98, // Default: 0.98.
// How far into the future to predict during fast motion.
//PREDICTION_TIME_S: 0.040, // Default: 0.040 (in seconds).
// Flag to disable touch panner. In case you have your own touch controls
//TOUCH_PANNER_DISABLED: true, // Default: false.
// Enable yaw panning only, disabling roll and pitch. This can be useful for
// panoramas with nothing interesting above or below.
//YAW_ONLY: true, // Default: false.
// Enable the deprecated version of the API (navigator.getVRDevices).
//ENABLE_DEPRECATED_API: true, // Default: false.
// Scales the recommended buffer size reported by WebVR, which can improve
// performance. Making this very small can lower the effective resolution of
// your scene.
BUFFER_SCALE: 0.5, // default: 1.0
// Allow VRDisplay.submitFrame to change gl bindings, which is more
// efficient if the application code will re-bind it's resources on the
// next frame anyway.
// Dirty bindings include: gl.FRAMEBUFFER_BINDING, gl.CURRENT_PROGRAM,
// gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING,
// and gl.TEXTURE_BINDING_2D for texture unit 0
// Warning: enabling this might lead to rendering issues.
//DIRTY_SUBMIT_FRAME_BINDINGS: true // default: false
};
</script>
<!-- A polyfill for Promises. Needed for IE and Edge. -->
<script src="es6-promise.min.js"></script>
<!-- three.js 3d library -->
<script src="three.min.js"></script>
<!-- VRControls.js acquires positional information from connected VR devices and applies the transformations to a three.js camera object. -->
<script src="VRControls.js"></script>
<!-- VREffect.js handles stereo camera setup and rendering. -->
<script src="VREffect.js"></script>
<!-- A polyfill for WebVR using the Device{Motion,Orientation}Event API. -->
<script src="webvr-polyfill.min.js"></script>
<!-- A set of UI controls for entering VR mode. -->
<script src="webvr-ui.min.js"></script>
</body>
</html>