rsx/glsl: use const for left/right

This commit is contained in:
Megamouse 2024-02-02 01:19:39 +01:00
parent 8962ddca01
commit cba51b4a5e

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@ -23,12 +23,12 @@ layout(location=0) out vec4 ocol;
#define TRUE 1 #define TRUE 1
#define FALSE 0 #define FALSE 0
vec2 left_single_matrix = vec2(1.f, 0.4898f); const vec2 left_single_matrix = vec2(1.f, 0.4898f);
vec2 right_single_matrix = vec2(0.f, 0.510204f); const vec2 right_single_matrix = vec2(0.f, 0.510204f);
vec2 sbs_single_matrix = vec2(2.0, 0.4898f); const vec2 sbs_single_matrix = vec2(2.0, 0.4898f);
vec2 sbs_multi_matrix = vec2(2.0, 1.0); const vec2 sbs_multi_matrix = vec2(2.0, 1.0);
vec2 ou_single_matrix = vec2(1.0, 0.9796f); const vec2 ou_single_matrix = vec2(1.0, 0.9796f);
vec2 ou_multi_matrix = vec2(1.0, 2.0); const vec2 ou_multi_matrix = vec2(1.0, 2.0);
#ifdef VULKAN #ifdef VULKAN
layout(push_constant) uniform static_data layout(push_constant) uniform static_data
@ -61,16 +61,16 @@ vec4 anaglyph(const in vec4 left, const in vec4 right)
vec4 anaglyph_single_image() vec4 anaglyph_single_image()
{ {
vec4 left = texture(fs0, tc0 * left_single_matrix); const vec4 left = texture(fs0, tc0 * left_single_matrix);
vec4 right = texture(fs0, (tc0 * left_single_matrix) + right_single_matrix); const vec4 right = texture(fs0, (tc0 * left_single_matrix) + right_single_matrix);
return anaglyph(left, right); return anaglyph(left, right);
} }
vec4 anaglyph_stereo_image() vec4 anaglyph_stereo_image()
{ {
vec4 left = texture(fs0, tc0); const vec4 left = texture(fs0, tc0);
vec4 right = texture(fs1, tc0); const vec4 right = texture(fs1, tc0);
return anaglyph(left, right); return anaglyph(left, right);
} }