32 lines
664 B
GLSL
32 lines
664 B
GLSL
// Omega's 3D Stereoscopic filtering (Amber/Blue)
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// TODO: Need depth info!
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uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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{
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float4 c0 = texture(samp9, uv0).rgba; // Source Color
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float 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 (Amber)
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float4 c2 = texture(samp9, uv0 + float2(sep,0)*resolution.zw).rgba;
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float amber = (c2.r + c2.g) / 2;
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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 = texture(samp9, uv0 + float2(-sep,0)*resolution.zw).rgba;
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blue = max(c0.b, c1.b);
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ocol0 = float4(red, green, blue, c0.a);
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} |