gzdoom-gles/wadsrc/static/shaders/glsl/present_checker3d.fp
Magnus Norddahl dca0b75038 - change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL
- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
2019-03-12 23:53:20 +01:00

33 lines
1 KiB
GLSL

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 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, UVOffset + TexCoord * UVScale);
}
else {
// inputColor = vec4(0, 1, 0, 1);
inputColor = texture(RightEyeTexture, UVOffset + TexCoord * UVScale);
}
FragColor = ApplyGamma(inputColor);
}