PostProcessing: Apply color correction to the anaglyph shader.

The eyes were accidentally swapped, the left filter only allows red to pass so the left eye texture should be used in the red channel.
This commit is contained in:
Jules Blok 2014-11-01 23:01:22 +01:00
parent 081212b765
commit ab76cf8b5e
1 changed files with 1 additions and 1 deletions

View File

@ -171,7 +171,7 @@ void OpenGLPostProcessing::ApplyShader()
std::string default_shader = "void main() { SetOutput(Sample()); }\n"; std::string default_shader = "void main() { SetOutput(Sample()); }\n";
if (g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH) if (g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH)
code = "void main() { SetOutput(float4(SampleLayer(1).r, SampleLayer(0).gba)); }\n"; code = "void main() { SetOutput(float4(pow(0.7 * SampleLayer(0).g + 0.3 * SampleLayer(0).b, 1.5), SampleLayer(1).gba)); }\n";
else if (g_ActiveConfig.sPostProcessingShader != "") else if (g_ActiveConfig.sPostProcessingShader != "")
code = m_config.LoadShader(); code = m_config.LoadShader();