Unverified Commit ccef4b86 authored by hunterk's avatar hunterk Committed by GitHub
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Add a couple more stereoscopic 3D shaders (#197)

* add a couple more stereoscopic 3D shaders

* missed one for some reason
parent 33bf8f7e
Pipeline #61182 passed with stage
in 15 seconds
#version 450
// side-by-side to interlaced 3D
// author: hunterk
// license: public domain
// convert side-by-side content to work with interlaced 3D displays
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float split_dist, interlace_zoom, interlace_eye_swap, aspect_mod, crop, vert;
} params;
#pragma parameter split_dist "Eye Separation" 0.25 -1.0 1.0 0.001
#pragma parameter interlace_zoom "Interlace Zoom" 0.8 0.0 2.0 0.01
#pragma parameter interlace_eye_swap "Interlace Swap Eyes" 0.0 0.0 1.0 1.0
#pragma parameter aspect_mod "Aspect Mod" 0.55 0.0 2.0 0.01
#pragma parameter crop "Crop Edges" 0.5 0.0 1.0 0.005
#pragma parameter vert "Swap Interlacing Direction (horz / vert)" 0.0 0.0 1.0 1.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 leftCoord;
layout(location = 2) out vec2 rightCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = (((TexCoord - 0.5) * params.interlace_zoom) * vec2(params.aspect_mod, 1.0)) + 0.5;
leftCoord = vTexCoord + vec2(params.split_dist, 0.);
rightCoord = vTexCoord - vec2(params.split_dist, 0.);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 leftCoord;
layout(location = 2) in vec2 rightCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
// interlaced displays want every other physical pixel, so use gl_FragCoord
float fragcoord = mix(gl_FragCoord.x, gl_FragCoord.y, params.vert);
vec2 oscillator = vec2(mod(fragcoord.x, 2.0), mod(fragcoord.x + 1.0, 2.0));
vec4 left_eye = texture(Source, leftCoord);
left_eye = (leftCoord.x < 1.0 && leftCoord.x > params.crop)
? left_eye : vec4(0.0);
vec4 right_eye = texture(Source, rightCoord);
right_eye = (rightCoord.x > 0.0 && rightCoord.x < params.crop)
? right_eye : vec4(0.0);
bool eye_picker = mix(oscillator.x, oscillator.y, params.interlace_eye_swap) > 1.0;
FragColor = (eye_picker) ? left_eye : right_eye;
}
#version 450
// side-by-side to shutter 3D
// author: hunterk
// license: public domain
// convert side-by-side content to work with shutter glasses
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float split_dist, shutter_zoom, shutter_eye_swap, aspect_mod, crop;
} params;
#pragma parameter split_dist "Eye Separation" 0.25 -1.0 1.0 0.001
#pragma parameter shutter_zoom "Shutter Zoom" 0.8 0.0 2.0 0.01
#pragma parameter shutter_eye_swap "Shutter Swap Eyes" 0.0 0.0 1.0 1.0
#pragma parameter aspect_mod "Aspect Mod" 0.55 0.0 2.0 0.01
#pragma parameter crop "Crop Edges" 0.5 0.0 1.0 0.005
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 leftCoord;
layout(location = 2) out vec2 rightCoord;
layout(location = 3) out vec2 oscillator;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = (((TexCoord - 0.5) * params.shutter_zoom) * vec2(params.aspect_mod, 1.0)) + 0.5;
leftCoord = vTexCoord + vec2(params.split_dist, 0.);
rightCoord = vTexCoord - vec2(params.split_dist, 0.);
oscillator.x = mod(float(params.FrameCount), 2.0);
oscillator.y = 1. - oscillator.x;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 leftCoord;
layout(location = 2) in vec2 rightCoord;
layout(location = 3) in vec2 oscillator;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 left_eye = texture(Source, leftCoord);
left_eye = (leftCoord.x < 1.0 && leftCoord.x > params.crop)
? left_eye : vec4(0.0);
vec4 right_eye = texture(Source, rightCoord);
right_eye = (rightCoord.x > 0.0 && rightCoord.x < params.crop)
? right_eye : vec4(0.0);
FragColor = mix(left_eye, right_eye, (bool(params.shutter_eye_swap)) ? oscillator.x : oscillator.y);
}
shaders = 1
shader0 = shaders/sbs-to-interlaced.slang
shaders = 1
shader0 = shaders/sbs-to-shutter.slang
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