mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
ce50b0e46b
Works for most shaders, except SSAO.
33 lines
991 B
GLSL
33 lines
991 B
GLSL
|
|
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, TexCoord);
|
|
}
|
|
else {
|
|
// inputColor = vec4(0, 1, 0, 1);
|
|
inputColor = texture(RightEyeTexture, TexCoord);
|
|
}
|
|
FragColor = ApplyGamma(inputColor);
|
|
}
|