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authorDalai Felinto <dfelinto@gmail.com>2017-01-09 19:58:13 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-01-09 19:58:13 +0300
commit5ed5ed59c36695882ea2b6880abd5cd996fe2416 (patch)
tree60f230d54bc85d491bd1b8af6a4cfeb75bb09ff2 /source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
parente42e1769b36fddf9b0c161bcb2f7c7f2aeb613eb (diff)
Fix T49861: Interlace stereo drawing
This does not address stapling shader in 2.8, though the solution can be similar (own shader, not polutting interlace shader). part of T49043 Reviewers: merwin Differential Revision: https://developer.blender.org/D2440
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl52
1 files changed, 52 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
new file mode 100644
index 00000000000..8b303104bb3
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
@@ -0,0 +1,52 @@
+
+/* Keep these in sync with GPU_shader.h */
+#define INTERLACE_ROW 0
+#define INTERLACE_COLUMN 1
+#define INTERLACE_CHECKERBOARD 2
+
+#if __VERSION__ == 120
+ varying vec2 texCoord_interp;
+ #define fragColor gl_FragColor
+#else
+ in vec2 texCoord_interp;
+ out vec4 fragColor;
+ #define texture2DRect texture
+#endif
+
+uniform int interlace_id;
+uniform sampler2DRect image_a;
+uniform sampler2DRect image_b;
+
+bool interlace()
+{
+#if __VERSION__ == 120
+ if (interlace_id == INTERLACE_CHECKERBOARD) {
+ return int(mod(gl_FragCoord.x + gl_FragCoord.y, 2)) != 0;
+ }
+ else if (interlace_id == INTERLACE_ROW) {
+ return int(mod(gl_FragCoord.y, 2)) != 0;
+ }
+ else if (interlace_id == INTERLACE_COLUMN) {
+ return int(mod(gl_FragCoord.x, 2)) != 0;
+ }
+#else
+ if (interlace_id == INTERLACE_CHECKERBOARD) {
+ return (int(gl_FragCoord.x + gl_FragCoord.y) & 1) != 0;
+ }
+ else if (interlace_id == INTERLACE_ROW) {
+ return (int(gl_FragCoord.y) & 1) != 0;
+ }
+ else if (interlace_id == INTERLACE_COLUMN) {
+ return (int(gl_FragCoord.x) & 1) != 0;
+ }
+#endif
+}
+
+void main()
+{
+ if (interlace()) {
+ fragColor = texture2DRect(image_a, texCoord_interp);
+ } else {
+ fragColor = texture2DRect(image_b, texCoord_interp);
+ }
+}