2011-01-31 00:08:06 +00:00
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// Omega's 3D Stereoscopic filtering
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// TODO: Need depth info!
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2013-03-07 18:51:57 +00:00
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uniform sampler2D samp9;
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2011-01-31 00:08:06 +00:00
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2013-03-07 18:51:57 +00:00
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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2011-01-31 00:08:06 +00:00
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{
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2013-03-07 18:51:57 +00:00
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float4 c0 = texture(samp9, uv0).rgba; // Source Color
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2014-05-05 20:59:49 +00:00
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float sep = 5.0;
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2011-01-31 00:08:06 +00:00
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float red = c0.r;
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float green = c0.g;
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float blue = c0.b;
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2011-06-18 15:14:57 +00:00
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// Left Eye (Red)
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2014-05-05 20:59:49 +00:00
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float4 c1 = texture(samp9, uv0 + float2(sep,0.0)*resolution.zw).rgba;
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2011-01-31 00:08:06 +00:00
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red = max(c0.r, c1.r);
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// Right Eye (Cyan)
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2014-05-05 20:59:49 +00:00
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float4 c2 = texture(samp9, uv0 + float2(-sep,0.0)*resolution.zw).rgba;
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float cyan = (c2.g + c2.b) / 2.0;
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2011-01-31 00:08:06 +00:00
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green = max(c0.g, cyan);
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blue = max(c0.b, cyan);
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ocol0 = float4(red, green, blue, c0.a);
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2014-05-05 20:59:49 +00:00
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}
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