gzdoom/wadsrc/static/shaders/glsl/present_row3d.fp

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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
bool isLeftEye = (thisVerticalPixel // because we want to alternate eye view on each row
+ 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);
}