layout(location=0) in vec2 TexCoord; layout(location=0) out vec4 FragColor; layout(binding=0) uniform sampler2D LeftEyeTexture; layout(binding=1) uniform sampler2D RightEyeTexture; 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, UVOffset + TexCoord * UVScale); } else { // inputColor = vec4(0, 1, 0, 1); inputColor = texture(RightEyeTexture, UVOffset + TexCoord * UVScale); } FragColor = ApplyGamma(inputColor); }