in vec2 TexCoord; out vec4 FragColor; uniform sampler2D LeftEyeTexture; uniform sampler2D RightEyeTexture; uniform float InvGamma; uniform float Contrast; uniform float Brightness; uniform int VerticalPixelOffset; // 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 + 1.0); // 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 ) % 2 == 0; vec4 inputColor; if (isLeftEye) { inputColor = texture(LeftEyeTexture, TexCoord); } else { // inputColor = vec4(0, 1, 0, 1); inputColor = texture(RightEyeTexture, TexCoord); } FragColor = ApplyGamma(inputColor); }