gzdoom/wadsrc/static/shaders/glsl/present_column3d.fp

36 lines
962 B
GLSL

in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D LeftEyeTexture;
uniform sampler2D RightEyeTexture;
uniform float InvGamma;
uniform float Contrast;
uniform float Brightness;
uniform int WindowPositionParity; // 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 thisHorizontalPixel = int(gl_FragCoord.x); // zero-based column index from left
bool isLeftEye = (thisHorizontalPixel // because we want to alternate eye view on 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);
}