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- // Omega's 3D Stereoscopic filtering
- // TODO: Need depth info!
- uniform sampler2D samp9;
- out vec4 ocol0;
- in vec2 uv0;
- uniform vec4 resolution;
- void main()
- {
- float4 c0 = texture(samp9, uv0).rgba; // Source Color
- float sep = 5;
- float red = c0.r;
- float green = c0.g;
- float blue = c0.b;
-
-
- // Left Eye (Red)
- float4 c1 = texture(samp9, uv0 + float2(sep,0)*resolution.zw).rgba;
- red = max(c0.r, c1.r);
- // Right Eye (Cyan)
- float4 c2 = texture(samp9, uv0 + float2(-sep,0)*resolution.zw).rgba;
- float cyan = (c2.g + c2.b) / 2;
- green = max(c0.g, cyan);
- blue = max(c0.b, cyan);
-
- ocol0 = float4(red, green, blue, c0.a);
- }
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