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author | Benoit Bolsee <benoit.bolsee@online.be> | 2016-06-10 01:28:19 +0300 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2016-06-11 23:24:18 +0300 |
commit | c0bf881ebfa93784946ee3d03ccf15122c1b74c3 (patch) | |
tree | 5a3f2e87a27ea5837913d684b2bae113226025d2 /intern/decklink | |
parent | fa9bb2ffe97334a5c686b954673af118c41d1a6d (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));
...
}
Diffstat (limited to 'intern/decklink')
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