#version 450 // side-by-side to shutter 3D // author: hunterk // license: public domain // convert side-by-side content to work with shutter glasses layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float split_dist, shutter_zoom, shutter_eye_swap, aspect_mod, crop; } params; #pragma parameter split_dist "Eye Separation" 0.25 -1.0 1.0 0.001 #pragma parameter shutter_zoom "Shutter Zoom" 0.8 0.0 2.0 0.01 #pragma parameter shutter_eye_swap "Shutter Swap Eyes" 0.0 0.0 1.0 1.0 #pragma parameter aspect_mod "Aspect Mod" 0.55 0.0 2.0 0.01 #pragma parameter crop "Crop Edges" 0.5 0.0 1.0 0.005 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 leftCoord; layout(location = 2) out vec2 rightCoord; layout(location = 3) out vec2 oscillator; void main() { gl_Position = global.MVP * Position; vTexCoord = (((TexCoord - 0.5) * params.shutter_zoom) * vec2(params.aspect_mod, 1.0)) + 0.5; leftCoord = vTexCoord + vec2(params.split_dist, 0.); rightCoord = vTexCoord - vec2(params.split_dist, 0.); oscillator.x = mod(float(params.FrameCount), 2.0); oscillator.y = 1. - oscillator.x; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 leftCoord; layout(location = 2) in vec2 rightCoord; layout(location = 3) in vec2 oscillator; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec4 left_eye = texture(Source, leftCoord); left_eye = (leftCoord.x < 1.0 && leftCoord.x > params.crop) ? left_eye : vec4(0.0); vec4 right_eye = texture(Source, rightCoord); right_eye = (rightCoord.x > 0.0 && rightCoord.x < params.crop) ? right_eye : vec4(0.0); FragColor = mix(left_eye, right_eye, (bool(params.shutter_eye_swap)) ? oscillator.x : oscillator.y); }