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.
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@ -171,7 +171,7 @@ void OpenGLPostProcessing::ApplyShader()
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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(SampleLayer(1).r, SampleLayer(0).gba)); }\n";
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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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else if (g_ActiveConfig.sPostProcessingShader != "")
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code = m_config.LoadShader();
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