Merge pull request #1805 from Armada651/dubois
PostProcessing: Use Dubois algorithm for anaglyph shader.
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7dc6484fe7
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@ -61,6 +61,11 @@ const char color_copy_program_code[] = {
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"}\n"
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};
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// Anaglyph Red-Cyan shader based on Dubois algorithm
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// Constants taken from the paper:
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// "Conversion of a Stereo Pair to Anaglyph with
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// the Least-Squares Projection Method"
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// Eric Dubois, March 2009
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const char anaglyph_program_code[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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@ -70,7 +75,13 @@ const char anaglyph_program_code[] = {
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"in float3 uv0 : TEXCOORD0){\n"
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"float4 c0 = Tex0.Sample(samp0, float3(uv0.xy, 0.0));\n"
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"float4 c1 = Tex0.Sample(samp0, float3(uv0.xy, 1.0));\n"
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"ocol0 = float4(pow(0.7 * c0.g + 0.3 * c0.b, 1.5), c1.gba);"
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"float3x3 l = float3x3( 0.437, 0.449, 0.164,\n"
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" -0.062,-0.062,-0.024,\n"
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" -0.048,-0.050,-0.017);\n"
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"float3x3 r = float3x3(-0.011,-0.032,-0.007,\n"
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" 0.377, 0.761, 0.009,\n"
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" -0.026,-0.093, 1.234);\n"
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"ocol0 = float4(mul(l, c0.rgb) + mul(r, c1.rgb), c0.a);\n"
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"}\n"
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};
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@ -18,7 +18,7 @@
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namespace OGL
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{
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static char s_vertex_workaround_shader[] =
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static const char s_vertex_workaround_shader[] =
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"in vec4 rawpos;\n"
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"out vec2 uv0;\n"
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"uniform vec4 src_rect;\n"
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@ -27,7 +27,7 @@ static char s_vertex_workaround_shader[] =
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" uv0 = rawpos.zw * src_rect.zw + src_rect.xy;\n"
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"}\n";
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static char s_vertex_shader[] =
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static const char s_vertex_shader[] =
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"out vec2 uv0;\n"
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"uniform vec4 src_rect;\n"
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"void main(void) {\n"
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@ -36,6 +36,26 @@ static char s_vertex_shader[] =
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" uv0 = rawpos * src_rect.zw + src_rect.xy;\n"
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"}\n";
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// Anaglyph Red-Cyan shader based on Dubois algorithm
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// Constants taken from the paper:
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// "Conversion of a Stereo Pair to Anaglyph with
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// the Least-Squares Projection Method"
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// Eric Dubois, March 2009
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static const char s_anaglyph_shader[] =
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"void main() {\n"
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" vec4 c0 = SampleLayer(0);\n"
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" vec4 c1 = SampleLayer(1);\n"
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" mat3 l = mat3( 0.437, 0.449, 0.164,\n"
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" -0.062,-0.062,-0.024,\n"
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" -0.048,-0.050,-0.017);\n"
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" mat3 r = mat3(-0.011,-0.032,-0.007,\n"
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" 0.377, 0.761, 0.009,\n"
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" -0.026,-0.093, 1.234);\n"
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" SetOutput(vec4(c0.rgb * l + c1.rgb * r, c0.a));\n"
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"}\n";
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static const char s_default_shader[] = "void main() { SetOutput(Sample()); }\n";
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OpenGLPostProcessing::OpenGLPostProcessing()
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: m_initialized(false)
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, m_anaglyph(false)
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@ -172,15 +192,13 @@ void OpenGLPostProcessing::ApplyShader()
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// load shader code
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std::string code = "";
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std::string default_shader = "void main() { SetOutput(Sample()); }\n";
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if (g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH)
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code = "void main() { SetOutput(float4(pow(0.7 * SampleLayer(0).g + 0.3 * SampleLayer(0).b, 1.5), SampleLayer(1).gba)); }\n";
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code = s_anaglyph_shader;
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else if (g_ActiveConfig.sPostProcessingShader != "")
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code = m_config.LoadShader();
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if (code == "")
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code = default_shader;
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code = s_default_shader;
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code = LoadShaderOptions(code);
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@ -194,7 +212,7 @@ void OpenGLPostProcessing::ApplyShader()
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{
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ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str());
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code = LoadShaderOptions(default_shader);
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code = LoadShaderOptions(s_default_shader);
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ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str());
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}
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