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| 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/VideoCommon/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/VideoCommon/PostProcessing.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PostProcessing.cpp | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/PostProcessing.cpp b/Source/Core/VideoCommon/PostProcessing.cpp index b4ee1e8702..c27b0f89fc 100644 --- a/Source/Core/VideoCommon/PostProcessing.cpp +++ b/Source/Core/VideoCommon/PostProcessing.cpp @@ -30,14 +30,16 @@ std::string PostProcessingShaderConfiguration::LoadShader(std::string shader) shader = g_ActiveConfig.sPostProcessingShader; m_current_shader = shader; + const std::string sub_dir = (g_Config.iStereoMode == STEREO_ANAGLYPH) ? ANAGLYPH_DIR DIR_SEP : ""; + // loading shader code std::string code; - std::string path = File::GetUserPath(D_SHADERS_IDX) + shader + ".glsl"; + std::string path = File::GetUserPath(D_SHADERS_IDX) + sub_dir + shader + ".glsl"; if (!File::Exists(path)) { // Fallback to shared user dir - path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + shader + ".glsl"; + path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir + shader + ".glsl"; } if (!File::ReadFileToString(path, code)) |
