add anaglyph-to-sbs shader

This commit is contained in:
hunterk 2017-03-17 12:20:29 -05:00
parent 5e7bc955a8
commit 9f4fdeb75a

View file

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