Shaders: Remove fake stereoscopic shaders.
We have actual stereoscopy now, no need to pretend.
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// Omega's 3D Stereoscopic filtering
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// TODO: Need depth info!
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void main()
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{
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// Source Color
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float4 c0 = Sample();
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const int sep = 5;
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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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// Left Eye (Red)
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float4 c1 = SampleOffset(int2(sep, 0));
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red = max(c0.r, c1.r);
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// Right Eye (Cyan)
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float4 c2 = SampleOffset(int2(-sep, 0));
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float cyan = (c2.g + c2.b) / 2.0;
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green = max(c0.g, cyan);
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blue = max(c0.b, cyan);
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SetOutput(float4(red, green, blue, c0.a));
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}
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// Omega's 3D Stereoscopic filtering (Amber/Blue)
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// TODO: Need depth info!
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void main()
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{
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// Source Color
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float4 c0 = Sample();
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float sep = 5.0;
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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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// Left Eye (Amber)
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float4 c2 = SampleLocation(GetCoordinates() + float2(sep,0.0)*GetInvResolution()).rgba;
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float amber = (c2.r + c2.g) / 2.0;
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red = max(c0.r, amber);
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green = max(c0.g, amber);
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// Right Eye (Blue)
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float4 c1 = SampleLocation(GetCoordinates() + float2(-sep,0.0)*GetInvResolution()).rgba;
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blue = max(c0.b, c1.b);
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SetOutput(float4(red, green, blue, c0.a));
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}
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