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authorJules Blok <jules.blok@gmail.com>2015-01-03 01:33:30 +0100
committerJules Blok <jules.blok@gmail.com>2015-01-25 22:07:03 +0100
commit262c3b19ecf9a4c022b3667613f892a5539dd34d (patch)
tree07373ea748296cf4e366a8a899c83172b6ac59c2 /Source/Core/VideoBackends/OGL/PostProcessing.cpp
parenta93433a860af23ca862fe3f1f0e58d1ea6dfd9d4 (diff)
PostProcessing: Add support for user-supplied anaglyph shaders.
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/PostProcessing.cpp27
1 files changed, 2 insertions, 25 deletions
diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp
index 3c1bb386bf..3fa6f26de9 100644
--- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp
+++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp
@@ -36,29 +36,10 @@ static const char s_vertex_shader[] =
" uv0 = rawpos * src_rect.zw + src_rect.xy;\n"
"}\n";
-// Anaglyph Red-Cyan shader based on Dubois algorithm
-// Constants taken from the paper:
-// "Conversion of a Stereo Pair to Anaglyph with
-// the Least-Squares Projection Method"
-// Eric Dubois, March 2009
-static const char s_anaglyph_shader[] =
- "void main() {\n"
- " vec4 c0 = SampleLayer(0);\n"
- " vec4 c1 = SampleLayer(1);\n"
- " mat3 l = mat3( 0.437, 0.449, 0.164,\n"
- " -0.062,-0.062,-0.024,\n"
- " -0.048,-0.050,-0.017);\n"
- " mat3 r = mat3(-0.011,-0.032,-0.007,\n"
- " 0.377, 0.761, 0.009,\n"
- " -0.026,-0.093, 1.234);\n"
- " SetOutput(vec4(c0.rgb * l + c1.rgb * r, c0.a));\n"
- "}\n";
-
static const char s_default_shader[] = "void main() { SetOutput(Sample()); }\n";
OpenGLPostProcessing::OpenGLPostProcessing()
: m_initialized(false)
- , m_anaglyph(false)
{
CreateHeader();
@@ -183,8 +164,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
void OpenGLPostProcessing::ApplyShader()
{
// shader didn't changed
- if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader &&
- ((g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH) == m_anaglyph))
+ if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
return;
m_shader.Destroy();
@@ -192,9 +172,7 @@ void OpenGLPostProcessing::ApplyShader()
// load shader code
std::string code = "";
- if (g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH)
- code = s_anaglyph_shader;
- else if (g_ActiveConfig.sPostProcessingShader != "")
+ if (g_ActiveConfig.sPostProcessingShader != "")
code = m_config.LoadShader();
if (code == "")
@@ -244,7 +222,6 @@ void OpenGLPostProcessing::ApplyShader()
std::string glsl_name = "option_" + it.first;
m_uniform_bindings[it.first] = glGetUniformLocation(m_shader.glprogid, glsl_name.c_str());
}
- m_anaglyph = g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH;
m_initialized = true;
}