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add anaglyph-to-sbs shader
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@ -71,19 +71,7 @@ void main()
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{
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{
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vec2 coord1 = (params.warp_enable > 0.5) ? Warp((vTexCoord.xy - vec2(params.eye_sep, params.y_loc))) : (vTexCoord.xy - vec2(params.eye_sep, params.y_loc));
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vec2 coord1 = (params.warp_enable > 0.5) ? Warp((vTexCoord.xy - vec2(params.eye_sep, params.y_loc))) : (vTexCoord.xy - vec2(params.eye_sep, params.y_loc));
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vec2 coord2 = (params.warp_enable > 0.5) ? Warp((vTexCoord.xy + vec2(params.eye_sep, -params.y_loc))) : (vTexCoord.xy + vec2(params.eye_sep, -params.y_loc));
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vec2 coord2 = (params.warp_enable > 0.5) ? Warp((vTexCoord.xy + vec2(params.eye_sep, -params.y_loc))) : (vTexCoord.xy + vec2(params.eye_sep, -params.y_loc));
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#if __VERSION__ < 130
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vec2 fragCoord1 = coord1;
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vec2 fragCoord2 = coord2;
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//ghetto imitation of CLAMP_TO_BORDER
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vec4 frame1 = vec4(0.0);
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if ( fragCoord1.x < 1.0 && fragCoord1.x > 0.0 && fragCoord1.y < 1.0 && fragCoord1.y > 0.0 )
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frame1 = texture(Source, coord1);
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vec4 frame2 = vec4(0.0);
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if ( fragCoord2.x < 1.0 && fragCoord2.x > 0.0 && fragCoord2.y < 1.0 && fragCoord2.y > 0.0 )
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frame2 = texture(Source, coord2);
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#else
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vec4 frame1;
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vec4 frame1;
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vec4 frame2;
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vec4 frame2;
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if (params.eye_swap < 0.5){
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if (params.eye_swap < 0.5){
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@ -92,7 +80,6 @@ if (params.eye_swap < 0.5){
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else {
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else {
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frame1 = texture(Source, coord2);
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frame1 = texture(Source, coord2);
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frame2 = texture(Source, coord1);}
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frame2 = texture(Source, coord1);}
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#endif
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if (params.anaglyph_selector == 0.0){ //red/blue and red/cyan
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if (params.anaglyph_selector == 0.0){ //red/blue and red/cyan
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frame1.rgb = vec3(frame1.r);
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frame1.rgb = vec3(frame1.r);
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