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Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window.
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2 changed files with 8 additions and 4 deletions
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@ -99,7 +99,10 @@ void RowInterleaved3D::Present() const
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GLRenderer->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
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GLRenderer->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight());
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GLRenderer->mPresent3dRowShader->VerticalPixelOffset.Set(0); // fixme: vary with window location
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GLRenderer->mPresent3dRowShader->VerticalPixelOffset.Set(
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0 // fixme: vary with window location
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+ box.height % 2 // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset
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);
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GLRenderer->RenderScreenQuad();
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}
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@ -7,7 +7,6 @@ uniform sampler2D RightEyeTexture;
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uniform float InvGamma;
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uniform float Contrast;
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uniform float Brightness;
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uniform int WindowHeight;
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uniform int VerticalPixelOffset; // top-of-window might not be top-of-screen
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vec4 ApplyGamma(vec4 c)
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@ -20,8 +19,10 @@ vec4 ApplyGamma(vec4 c)
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void main()
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{
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int thisVerticalPixel = int(gl_FragCoord.y);
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bool isLeftEye = (thisVerticalPixel + VerticalPixelOffset) % 2 == 0;
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int thisVerticalPixel = int(gl_FragCoord.y + 1.0); // Bottom row is typically the right eye, when WindowHeight is even
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bool isLeftEye = (thisVerticalPixel // because we want to alternate eye view on each row
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+ VerticalPixelOffset // because the window might not be aligned to the screen
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) % 2 == 0;
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vec4 inputColor;
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if (isLeftEye) {
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inputColor = texture(LeftEyeTexture, TexCoord);
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