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authorBenoit Bolsee <benoit.bolsee@online.be>2016-06-10 01:28:19 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2016-06-11 23:24:18 +0300
commitc0bf881ebfa93784946ee3d03ccf15122c1b74c3 (patch)
tree5a3f2e87a27ea5837913d684b2bae113226025d2 /build_files
parentfa9bb2ffe97334a5c686b954673af118c41d1a6d (diff)
BL_Shader.setUniformEyef(name)
defines a uniform that reflects the eye being rendered in stereo mode: 0.0 for the left eye, 0.5 for the right eye. In non stereo mode, the value of the uniform is fixed to 0.0. The typical use of this uniform is in stereo mode to sample stereo textures containing the left and right eye images in a top-bottom order. python: shader = obj.meshes[0].materials[mat].getShader() shader.setUniformEyef("eye") shader: uniform float eye; uniform sampler2D tex; void main(void) { vec4 color; float ty, tx; tx = gl_TexCoord[0].x; ty = eye+gl_TexCoord[0].y*0.5; // ty will be between 0 and 0.5 for the left eye render // and 0.5 and 1.0 for the right eye render. color = texture(tex, vec2(tx, ty)); ... }
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