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authorJeroen Bakker <jbakker>2020-03-19 10:06:49 +0300
committerJeroen Bakker <jeroen@blender.org>2020-03-19 10:26:48 +0300
commitfd48ff1296f45b32bffeca2c60dca2a12bb84229 (patch)
tree250137802d4bed0628a7926df724227349320757 /source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
parentfe045b2b77dc6d7f0b552619fe824b496d34db6c (diff)
Fix T73931: Stereo Viewport Color Management
Stereoscopic viewport didn't support Color Manangement due recent changes in the color management pipeline. In order to solve the issue we will migrate the strereo rendering into the GPUViewport. This will share some textures and reduce required GPU memory. Reviewed By: fclem, dfelinto Differential Revision: https://developer.blender.org/D6922
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl47
1 files changed, 47 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
new file mode 100644
index 00000000000..c6e9860d940
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
@@ -0,0 +1,47 @@
+#define S3D_DISPLAY_ANAGLYPH 0
+#define S3D_DISPLAY_INTERLACE 1
+
+#define S3D_INTERLACE_ROW 0
+#define S3D_INTERLACE_COLUMN 1
+#define S3D_INTERLACE_CHECKERBOARD 2
+
+/* Composite stereo textures */
+
+uniform sampler2D imageTexture;
+uniform sampler2D overlayTexture;
+
+uniform int stereoDisplaySettings;
+
+#define stereo_display_mode (stereoDisplaySettings & ((1 << 3) - 1))
+#define stereo_interlace_mode ((stereoDisplaySettings >> 3) & ((1 << 3) - 1))
+#define stereo_interlace_swap bool(stereoDisplaySettings >> 6)
+
+layout(location = 0) out vec4 imageColor;
+layout(location = 1) out vec4 overlayColor;
+
+bool interlace(ivec2 texel)
+{
+ int interlace_mode = stereo_interlace_mode;
+ if (interlace_mode == S3D_INTERLACE_CHECKERBOARD) {
+ return ((texel.x + texel.y) & 1) != 0;
+ }
+ else if (interlace_mode == S3D_INTERLACE_ROW) {
+ return (texel.y & 1) != 0;
+ }
+ else if (interlace_mode == S3D_INTERLACE_COLUMN) {
+ return (texel.x & 1) != 0;
+ }
+}
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+
+ if (stereo_display_mode == S3D_DISPLAY_INTERLACE &&
+ (interlace(texel) == stereo_interlace_swap)) {
+ discard;
+ }
+
+ imageColor = texelFetch(imageTexture, texel, 0);
+ overlayColor = texelFetch(overlayTexture, texel, 0);
+}