dolphin/Data/Sys/Shaders/stereoscopic.glsl

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// Omega's 3D Stereoscopic filtering
// TODO: Need depth info!
SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
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{
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// Source Color
float4 c0 = texture(samp9, uv0).rgba;
float sep = 5.0;
float red = c0.r;
float green = c0.g;
float blue = c0.b;
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// Left Eye (Red)
float4 c1 = texture(samp9, uv0 + float2(sep,0.0)*resolution.zw).rgba;
red = max(c0.r, c1.r);
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// Right Eye (Cyan)
float4 c2 = texture(samp9, uv0 + float2(-sep,0.0)*resolution.zw).rgba;
float cyan = (c2.g + c2.b) / 2.0;
green = max(c0.g, cyan);
blue = max(c0.b, cyan);
ocol0 = float4(red, green, blue, c0.a);
}