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bc9ef95643
In the cases where we support the binding layout keyword, use it for more than binding UBO location. This changes it so it is supported for samplers as well. Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
32 lines
656 B
GLSL
32 lines
656 B
GLSL
// Omega's 3D Stereoscopic filtering
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// TODO: Need depth info!
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SAMPLER_BINDING(9) 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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// Source Color
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float4 c0 = texture(samp9, uv0).rgba;
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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 (Red)
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float4 c1 = texture(samp9, uv0 + float2(sep,0.0)*resolution.zw).rgba;
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red = max(c0.r, c1.r);
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// Right Eye (Cyan)
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float4 c2 = texture(samp9, uv0 + float2(-sep,0.0)*resolution.zw).rgba;
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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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ocol0 = float4(red, green, blue, c0.a);
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}
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