mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
This commit is contained in:
parent
fc246be03e
commit
779e6acb7b
15 changed files with 300 additions and 67 deletions
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@ -2,7 +2,6 @@
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#define __GL_RENDERBUFFERS_H
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#include "gl/shaders/gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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class FGLBloomTextureLevel
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{
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@ -105,6 +105,8 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mTonemapPalette = nullptr;
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mBuffers = nullptr;
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mPresentShader = nullptr;
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mPresent3dCheckerShader = nullptr;
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mPresent3dColumnShader = nullptr;
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mPresent3dRowShader = nullptr;
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mBloomExtractShader = nullptr;
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mBloomCombineShader = nullptr;
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@ -139,6 +141,8 @@ void FGLRenderer::Initialize(int width, int height)
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mFXAAShader = new FFXAAShader;
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mFXAALumaShader = new FFXAALumaShader;
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mPresentShader = new FPresentShader();
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mPresent3dCheckerShader = new FPresent3DCheckerShader();
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mPresent3dColumnShader = new FPresent3DColumnShader();
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mPresent3dRowShader = new FPresent3DRowShader();
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m2DDrawer = new F2DDrawer;
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@ -192,6 +196,8 @@ FGLRenderer::~FGLRenderer()
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}
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if (mBuffers) delete mBuffers;
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if (mPresentShader) delete mPresentShader;
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if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
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if (mPresent3dColumnShader) delete mPresent3dColumnShader;
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if (mPresent3dRowShader) delete mPresent3dRowShader;
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if (mBloomExtractShader) delete mBloomExtractShader;
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if (mBloomCombineShader) delete mBloomCombineShader;
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@ -31,6 +31,8 @@ class FLensShader;
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class FFXAALumaShader;
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class FFXAAShader;
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class FPresentShader;
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class FPresent3DCheckerShader;
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class FPresent3DColumnShader;
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class FPresent3DRowShader;
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class F2DDrawer;
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class FHardwareTexture;
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@ -109,6 +111,8 @@ public:
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FFXAALumaShader *mFXAALumaShader;
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FFXAAShader *mFXAAShader;
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FPresentShader *mPresentShader;
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FPresent3DCheckerShader *mPresent3dCheckerShader;
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FPresent3DColumnShader *mPresent3dColumnShader;
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FPresent3DRowShader *mPresent3dRowShader;
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FTexture *gllight;
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@ -38,23 +38,37 @@
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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void FPresentStereoShaderBase::Init(const char * vtx_shader_name, const char * program_name)
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{
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FPresentShaderBase::Init(vtx_shader_name, program_name);
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LeftEyeTexture.Init(mShader, "LeftEyeTexture");
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RightEyeTexture.Init(mShader, "RightEyeTexture");
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WindowPositionParity.Init(mShader, "WindowPositionParity");
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}
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void FPresent3DCheckerShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d");
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}
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mShader.Bind();
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}
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void FPresent3DColumnShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d");
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}
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mShader.Bind();
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}
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void FPresent3DRowShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present_row3d.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/presentRow3d");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetAttribLocation(1, "UV");
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LeftEyeTexture.Init(mShader, "LeftEyeTexture");
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RightEyeTexture.Init(mShader, "RightEyeTexture");
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InvGamma.Init(mShader, "InvGamma");
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Contrast.Init(mShader, "Contrast");
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Brightness.Init(mShader, "Brightness");
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Scale.Init(mShader, "UVScale");
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VerticalPixelOffset.Init(mShader, "VerticalPixelOffset");
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Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d");
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}
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mShader.Bind();
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}
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@ -29,22 +29,35 @@
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#define GL_PRESENT3DROWSHADER_H_
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#include "gl_shaderprogram.h"
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#include "gl_presentshader.h"
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class FPresent3DRowShader
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class FPresentStereoShaderBase : public FPresentShaderBase
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{
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public:
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void Bind();
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FBufferedUniformSampler LeftEyeTexture;
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FBufferedUniformSampler RightEyeTexture;
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FBufferedUniform1f InvGamma;
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FBufferedUniform1f Contrast;
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FBufferedUniform1f Brightness;
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FBufferedUniform2f Scale;
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FBufferedUniform1i VerticalPixelOffset;
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FBufferedUniform1i WindowPositionParity;
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private:
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FShaderProgram mShader;
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protected:
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void Init(const char * vtx_shader_name, const char * program_name) override;
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};
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class FPresent3DCheckerShader : public FPresentStereoShaderBase
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{
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public:
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void Bind() override;
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};
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class FPresent3DColumnShader : public FPresentStereoShaderBase
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{
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public:
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void Bind() override;
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};
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class FPresent3DRowShader : public FPresentStereoShaderBase
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{
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public:
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void Bind() override;
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};
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// GL_PRESENT3DROWSHADER_H_
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@ -36,21 +36,26 @@
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_presentshader.h"
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void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program_name)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, vtx_shader_name, "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link(program_name);
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetAttribLocation(1, "UV");
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InvGamma.Init(mShader, "InvGamma");
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Contrast.Init(mShader, "Contrast");
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Brightness.Init(mShader, "Brightness");
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Scale.Init(mShader, "UVScale");
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}
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void FPresentShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/present");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetAttribLocation(1, "UV");
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Init("shaders/glsl/present.fp", "shaders/glsl/present");
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InputTexture.Init(mShader, "InputTexture");
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InvGamma.Init(mShader, "InvGamma");
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Contrast.Init(mShader, "Contrast");
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Brightness.Init(mShader, "Brightness");
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Scale.Init(mShader, "UVScale");
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}
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mShader.Bind();
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}
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@ -3,19 +3,27 @@
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#include "gl_shaderprogram.h"
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class FPresentShader
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class FPresentShaderBase
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{
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public:
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void Bind();
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virtual void Bind() = 0;
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FBufferedUniformSampler InputTexture;
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FBufferedUniform1f InvGamma;
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FBufferedUniform1f Contrast;
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FBufferedUniform1f Brightness;
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FBufferedUniform2f Scale;
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private:
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protected:
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virtual void Init(const char * vtx_shader_name, const char * program_name);
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FShaderProgram mShader;
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};
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class FPresentShader : public FPresentShaderBase
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{
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public:
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void Bind() override;
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FBufferedUniformSampler InputTexture;
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};
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#endif
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@ -43,10 +43,25 @@
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Bool, fullscreen)
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EXTERN_CVAR(Int, win_y) // pixel position of top of display window
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EXTERN_CVAR(Int, win_x) // screen pixel position of left of display window
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EXTERN_CVAR(Int, win_y) // screen pixel position of top of display window
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namespace s3d {
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/* static */
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const CheckerInterleaved3D& CheckerInterleaved3D::getInstance(float ipd)
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{
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static CheckerInterleaved3D instance(ipd);
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return instance;
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}
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/* static */
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const ColumnInterleaved3D& ColumnInterleaved3D::getInstance(float ipd)
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{
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static ColumnInterleaved3D instance(ipd);
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return instance;
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}
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/* static */
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const RowInterleaved3D& RowInterleaved3D::getInstance(float ipd)
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{
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return instance;
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}
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RowInterleaved3D::RowInterleaved3D(double ipdMeters)
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: TopBottom3D(ipdMeters)
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{}
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void RowInterleaved3D::Present() const
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static void prepareInterleavedPresent(FPresentStereoShaderBase& shader)
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{
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GLRenderer->mBuffers->BindOutputFB();
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GLRenderer->ClearBorders();
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@ -79,27 +90,102 @@ void RowInterleaved3D::Present() const
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const GL_IRECT& box = GLRenderer->mOutputLetterbox;
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glViewport(box.left, box.top, box.width, box.height);
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bool applyGamma = true;
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shader.Bind();
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shader.LeftEyeTexture.Set(0);
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shader.RightEyeTexture.Set(1);
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GLRenderer->mPresent3dRowShader->Bind();
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GLRenderer->mPresent3dRowShader->LeftEyeTexture.Set(0);
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GLRenderer->mPresent3dRowShader->RightEyeTexture.Set(1);
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if (!applyGamma || GLRenderer->framebuffer->IsHWGammaActive())
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if ( GLRenderer->framebuffer->IsHWGammaActive() )
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{
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GLRenderer->mPresent3dRowShader->InvGamma.Set(1.0f);
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GLRenderer->mPresent3dRowShader->Contrast.Set(1.0f);
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GLRenderer->mPresent3dRowShader->Brightness.Set(0.0f);
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shader.InvGamma.Set(1.0f);
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shader.Contrast.Set(1.0f);
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shader.Brightness.Set(0.0f);
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}
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else
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{
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GLRenderer->mPresent3dRowShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
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GLRenderer->mPresent3dRowShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
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GLRenderer->mPresent3dRowShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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shader.InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
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shader.Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
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shader.Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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GLRenderer->mPresent3dRowShader->Scale.Set(
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shader.Scale.Set(
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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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}
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// fixme: I don't know how to get absolute window position on Mac and Linux
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// fixme: I don't know how to get window border decoration size anywhere
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// So for now I'll hard code the border effect on my test machine.
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// Workaround for others is to fuss with vr_swap_eyes CVAR until it looks right.
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// Presumably the top/left window border on my test machine has an odd number of pixels
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// in the horizontal direction, and an even number in the vertical direction.
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#define WINDOW_BORDER_HORIZONTAL_PARITY 1
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#define WINDOW_BORDER_VERTICAL_PARITY 0
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void CheckerInterleaved3D::Present() const
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{
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prepareInterleavedPresent(*GLRenderer->mPresent3dCheckerShader);
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// Compute absolute offset from top of screen to top of current display window
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// because we need screen-relative, not window-relative, scan line parity
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int windowVOffset = 0;
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int windowHOffset = 0;
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#ifdef _WIN32
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if (!fullscreen) {
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I_SaveWindowedPos(); // update win_y CVAR
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windowHOffset = (win_x + WINDOW_BORDER_HORIZONTAL_PARITY) % 2;
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windowVOffset = (win_y + WINDOW_BORDER_VERTICAL_PARITY) % 2;
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}
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#endif // _WIN32
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GLRenderer->mPresent3dCheckerShader->WindowPositionParity.Set(
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(windowVOffset
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+ windowHOffset
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+ GLRenderer->mOutputLetterbox.height + 1 // +1 because of origin at bottom
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) % 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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void s3d::CheckerInterleaved3D::AdjustViewports() const
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{
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// decrease the total pixel count by 2, but keep the same aspect ratio
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const float sqrt2 = 1.41421356237f;
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// Change size of renderbuffer, and align to screen
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GLRenderer->mSceneViewport.height /= sqrt2;
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GLRenderer->mSceneViewport.top /= sqrt2;
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GLRenderer->mSceneViewport.width /= sqrt2;
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GLRenderer->mSceneViewport.left /= sqrt2;
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GLRenderer->mScreenViewport.height /= sqrt2;
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GLRenderer->mScreenViewport.top /= sqrt2;
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GLRenderer->mScreenViewport.width /= sqrt2;
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GLRenderer->mScreenViewport.left /= sqrt2;
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}
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void ColumnInterleaved3D::Present() const
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{
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prepareInterleavedPresent(*GLRenderer->mPresent3dColumnShader);
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// Compute absolute offset from top of screen to top of current display window
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// because we need screen-relative, not window-relative, scan line parity
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int windowHOffset = 0;
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#ifdef _WIN32
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if (!fullscreen) {
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I_SaveWindowedPos(); // update win_y CVAR
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windowHOffset = (win_x + WINDOW_BORDER_HORIZONTAL_PARITY) % 2;
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}
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#endif // _WIN32
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GLRenderer->mPresent3dColumnShader->WindowPositionParity.Set(windowHOffset);
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GLRenderer->RenderScreenQuad();
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}
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void RowInterleaved3D::Present() const
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{
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prepareInterleavedPresent(*GLRenderer->mPresent3dRowShader);
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// Compute absolute offset from top of screen to top of current display window
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// because we need screen-relative, not window-relative, scan line parity
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@ -108,13 +194,14 @@ void RowInterleaved3D::Present() const
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#ifdef _WIN32
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if (! fullscreen) {
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I_SaveWindowedPos(); // update win_y CVAR
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windowVOffset = win_y;
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windowVOffset = (win_y + WINDOW_BORDER_VERTICAL_PARITY) % 2;
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}
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#endif // _WIN32
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GLRenderer->mPresent3dRowShader->VerticalPixelOffset.Set(
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windowVOffset // 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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GLRenderer->mPresent3dRowShader->WindowPositionParity.Set(
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(windowVOffset
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+ GLRenderer->mOutputLetterbox.height + 1 // +1 because of origin at bottom
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) % 2
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);
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GLRenderer->RenderScreenQuad();
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@ -42,15 +42,30 @@
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#include "gl/system/gl_system.h"
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#include "gl/renderer/gl_renderstate.h"
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class FPresent3DRowShader;
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namespace s3d {
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class CheckerInterleaved3D : public SideBySideSquished
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{
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public:
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static const CheckerInterleaved3D& getInstance(float ipd);
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CheckerInterleaved3D(double ipdMeters) : SideBySideSquished(ipdMeters) {}
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void Present() const override;
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void AdjustViewports() const override;
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};
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class ColumnInterleaved3D : public SideBySideSquished
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{
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public:
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static const ColumnInterleaved3D& getInstance(float ipd);
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ColumnInterleaved3D(double ipdMeters) : SideBySideSquished(ipdMeters) {}
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void Present() const override;
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};
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class RowInterleaved3D : public TopBottom3D
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{
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public:
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static const RowInterleaved3D& getInstance(float ipd);
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RowInterleaved3D(double ipdMeters);
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RowInterleaved3D(double ipdMeters) : TopBottom3D(ipdMeters) {}
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void Present() const override;
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};
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@ -107,6 +107,12 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode()
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case 12:
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setCurrentMode(RowInterleaved3D::getInstance(vr_ipd));
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break;
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case 13:
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setCurrentMode(ColumnInterleaved3D::getInstance(vr_ipd));
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break;
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case 14:
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setCurrentMode(CheckerInterleaved3D::getInstance(vr_ipd));
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break;
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case 0:
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default:
|
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setCurrentMode(MonoView::getInstance());
|
||||
|
|
|
@ -2707,6 +2707,8 @@ OPTVAL_SBSFULL = "Side-by-side Full";
|
|||
OPTVAL_SBSNARROW = "Side-by-side Narrow";
|
||||
OPTVAL_TOPBOTTOM = "Top/Bottom";
|
||||
OPTVAL_ROWINTERLEAVED = "Row Interleaved";
|
||||
OPTVAL_COLUMNINTERLEAVED = "Column Interleaved";
|
||||
OPTVAL_CHECKERBOARD = "Checkerboard";
|
||||
OPTVAL_QUADBUFFERED = "Quad-buffered";
|
||||
OPTVAL_UNCHARTED2 = "Uncharted 2";
|
||||
OPTVAL_HEJLDAWSON = "Hejl Dawson";
|
||||
|
|
|
@ -180,6 +180,8 @@ OptionValue VRMode
|
|||
4, "$OPTVAL_SBSNARROW"
|
||||
11, "$OPTVAL_TOPBOTTOM"
|
||||
12, "$OPTVAL_ROWINTERLEAVED"
|
||||
13, "$OPTVAL_COLUMNINTERLEAVED"
|
||||
14, "$OPTVAL_CHECKERBOARD"
|
||||
5, "$OPTVAL_LEFTEYE"
|
||||
6, "$OPTVAL_RIGHTEYE"
|
||||
7, "$OPTVAL_QUADBUFFERED"
|
||||
|
|
37
wadsrc/static/shaders/glsl/present_checker3d.fp
Normal file
37
wadsrc/static/shaders/glsl/present_checker3d.fp
Normal file
|
@ -0,0 +1,37 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D LeftEyeTexture;
|
||||
uniform sampler2D RightEyeTexture;
|
||||
uniform float InvGamma;
|
||||
uniform float Contrast;
|
||||
uniform float Brightness;
|
||||
uniform int WindowPositionParity; // top-of-window might not be top-of-screen
|
||||
|
||||
vec4 ApplyGamma(vec4 c)
|
||||
{
|
||||
vec3 val = c.rgb * Contrast - (Contrast - 1.0) * 0.5;
|
||||
val += Brightness * 0.5;
|
||||
val = pow(max(val, vec3(0.0)), vec3(InvGamma));
|
||||
return vec4(val, c.a);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
int thisVerticalPixel = int(gl_FragCoord.y); // Bottom row is typically the right eye, when WindowHeight is even
|
||||
int thisHorizontalPixel = int(gl_FragCoord.x); // column
|
||||
bool isLeftEye = (thisVerticalPixel // because we want to alternate eye view on each row
|
||||
+ thisHorizontalPixel // and each column
|
||||
+ WindowPositionParity // because the window might not be aligned to the screen
|
||||
) % 2 == 0;
|
||||
vec4 inputColor;
|
||||
if (isLeftEye) {
|
||||
inputColor = texture(LeftEyeTexture, TexCoord);
|
||||
}
|
||||
else {
|
||||
// inputColor = vec4(0, 1, 0, 1);
|
||||
inputColor = texture(RightEyeTexture, TexCoord);
|
||||
}
|
||||
FragColor = ApplyGamma(inputColor);
|
||||
}
|
35
wadsrc/static/shaders/glsl/present_column3d.fp
Normal file
35
wadsrc/static/shaders/glsl/present_column3d.fp
Normal file
|
@ -0,0 +1,35 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D LeftEyeTexture;
|
||||
uniform sampler2D RightEyeTexture;
|
||||
uniform float InvGamma;
|
||||
uniform float Contrast;
|
||||
uniform float Brightness;
|
||||
uniform int WindowPositionParity; // top-of-window might not be top-of-screen
|
||||
|
||||
vec4 ApplyGamma(vec4 c)
|
||||
{
|
||||
vec3 val = c.rgb * Contrast - (Contrast - 1.0) * 0.5;
|
||||
val += Brightness * 0.5;
|
||||
val = pow(max(val, vec3(0.0)), vec3(InvGamma));
|
||||
return vec4(val, c.a);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
int thisHorizontalPixel = int(gl_FragCoord.x); // zero-based column index from left
|
||||
bool isLeftEye = (thisHorizontalPixel // because we want to alternate eye view on each column
|
||||
+ WindowPositionParity // because the window might not be aligned to the screen
|
||||
) % 2 == 0;
|
||||
vec4 inputColor;
|
||||
if (isLeftEye) {
|
||||
inputColor = texture(LeftEyeTexture, TexCoord);
|
||||
}
|
||||
else {
|
||||
// inputColor = vec4(0, 1, 0, 1);
|
||||
inputColor = texture(RightEyeTexture, TexCoord);
|
||||
}
|
||||
FragColor = ApplyGamma(inputColor);
|
||||
}
|
|
@ -7,7 +7,7 @@ uniform sampler2D RightEyeTexture;
|
|||
uniform float InvGamma;
|
||||
uniform float Contrast;
|
||||
uniform float Brightness;
|
||||
uniform int VerticalPixelOffset; // top-of-window might not be top-of-screen
|
||||
uniform int WindowPositionParity; // top-of-window might not be top-of-screen
|
||||
|
||||
vec4 ApplyGamma(vec4 c)
|
||||
{
|
||||
|
@ -19,9 +19,9 @@ vec4 ApplyGamma(vec4 c)
|
|||
|
||||
void main()
|
||||
{
|
||||
int thisVerticalPixel = int(gl_FragCoord.y + 1.0); // Bottom row is typically the right eye, when WindowHeight is even
|
||||
int thisVerticalPixel = int(gl_FragCoord.y); // Bottom row is typically the right eye, when WindowHeight is even
|
||||
bool isLeftEye = (thisVerticalPixel // because we want to alternate eye view on each row
|
||||
+ VerticalPixelOffset // because the window might not be aligned to the screen
|
||||
+ WindowPositionParity // because the window might not be aligned to the screen
|
||||
) % 2 == 0;
|
||||
vec4 inputColor;
|
||||
if (isLeftEye) {
|
||||
|
|
Loading…
Reference in a new issue