diff options
| author | Jules Blok <jules.blok@gmail.com> | 2015-01-03 01:33:30 +0100 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2015-01-25 22:07:03 +0100 |
| commit | 262c3b19ecf9a4c022b3667613f892a5539dd34d (patch) | |
| tree | 07373ea748296cf4e366a8a899c83172b6ac59c2 /Source/Core/VideoBackends/OGL/PostProcessing.cpp | |
| parent | a93433a860af23ca862fe3f1f0e58d1ea6dfd9d4 (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.cpp | 27 |
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; } |
