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dca0b75038
- 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
33 lines
1 KiB
GLSL
33 lines
1 KiB
GLSL
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D LeftEyeTexture;
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layout(binding=1) uniform sampler2D RightEyeTexture;
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vec4 ApplyGamma(vec4 c)
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{
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vec3 val = c.rgb * Contrast - (Contrast - 1.0) * 0.5;
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val += Brightness * 0.5;
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val = pow(max(val, vec3(0.0)), vec3(InvGamma));
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return vec4(val, c.a);
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}
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void main()
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{
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int thisVerticalPixel = int(gl_FragCoord.y); // Bottom row is typically the right eye, when WindowHeight is even
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int thisHorizontalPixel = int(gl_FragCoord.x); // column
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bool isLeftEye = (thisVerticalPixel // because we want to alternate eye view on each row
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+ thisHorizontalPixel // and each column
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+ WindowPositionParity // because the window might not be aligned to the screen
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) % 2 == 0;
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vec4 inputColor;
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if (isLeftEye) {
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inputColor = texture(LeftEyeTexture, UVOffset + TexCoord * UVScale);
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}
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else {
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// inputColor = vec4(0, 1, 0, 1);
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inputColor = texture(RightEyeTexture, UVOffset + TexCoord * UVScale);
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}
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FragColor = ApplyGamma(inputColor);
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}
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