// Omega's 3D Stereoscopic filtering // TODO: Need depth info! SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { // Source Color float4 c0 = texture(samp9, uv0).rgba; float sep = 5.0; float red = c0.r; float green = c0.g; float blue = c0.b; // Left Eye (Red) float4 c1 = texture(samp9, uv0 + float2(sep,0.0)*resolution.zw).rgba; red = max(c0.r, c1.r); // Right Eye (Cyan) float4 c2 = texture(samp9, uv0 + float2(-sep,0.0)*resolution.zw).rgba; float cyan = (c2.g + c2.b) / 2.0; green = max(c0.g, cyan); blue = max(c0.b, cyan); ocol0 = float4(red, green, blue, c0.a); }