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#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 */
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform sampler2D imageTexture;
uniform sampler2D overlayTexture;
uniform int stereoDisplaySettings;
layout(location = 0) out vec4 imageColor;
layout(location = 1) out vec4 overlayColor;
#endif
#define stereo_display_mode (stereoDisplaySettings & ((1 << 3) - 1))
#define stereo_interlace_mode ((stereoDisplaySettings >> 3) & ((1 << 3) - 1))
#define stereo_interlace_swap bool(stereoDisplaySettings >> 6)
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);
}
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