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January 4, 2016 21:12
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Retroarch shaders to convert anaglyph rendering in mednefen-vb to side-by-side for use with Gear VR
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#define eye_sep 0.65 | |
#define y_loc 0.30 | |
#define ana_zoom 1.1 | |
#define WIDTH 2.65 | |
#define BOTH 0.54 | |
#define HEIGHT 2.5 | |
#define palette 0.0 | |
#define warpX 0.1 | |
#define warpY 0.1 | |
#if defined(VERTEX) | |
#if __VERSION__ >= 130 | |
#define COMPAT_VARYING out | |
#define COMPAT_ATTRIBUTE in | |
#define COMPAT_TEXTURE texture | |
#else | |
#define COMPAT_VARYING varying | |
#define COMPAT_ATTRIBUTE attribute | |
#define COMPAT_TEXTURE texture2D | |
#endif | |
#ifdef GL_ES | |
#define COMPAT_PRECISION mediump | |
#else | |
#define COMPAT_PRECISION | |
#endif | |
COMPAT_ATTRIBUTE vec4 VertexCoord; | |
COMPAT_ATTRIBUTE vec4 COLOR; | |
COMPAT_ATTRIBUTE vec4 TexCoord; | |
COMPAT_VARYING vec4 COL0; | |
COMPAT_VARYING vec4 TEX0; | |
vec4 _oPosition1; | |
uniform mat4 MVPMatrix; | |
uniform int FrameDirection; | |
uniform int FrameCount; | |
uniform COMPAT_PRECISION vec2 OutputSize; | |
uniform COMPAT_PRECISION vec2 TextureSize; | |
uniform COMPAT_PRECISION vec2 InputSize; | |
void main() | |
{ | |
vec4 _oColor; | |
vec2 _otexCoord; | |
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3]; | |
_oPosition1 = gl_Position; | |
_oColor = COLOR; | |
_otexCoord = TexCoord.xy; | |
COL0 = COLOR; | |
vec2 shift = 0.5 * InputSize / TextureSize; | |
TEX0.xy = ((TexCoord.xy - shift) * ana_zoom + shift) * vec2(WIDTH, HEIGHT) - vec2(BOTH, 0.0); | |
} | |
#elif defined(FRAGMENT) | |
#if __VERSION__ >= 130 | |
#define COMPAT_VARYING in | |
#define COMPAT_TEXTURE texture | |
out vec4 FragColor; | |
#else | |
#define COMPAT_VARYING varying | |
#define FragColor gl_FragColor | |
#define COMPAT_TEXTURE texture2D | |
#endif | |
#ifdef GL_ES | |
#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
#define COMPAT_PRECISION mediump | |
#else | |
#define COMPAT_PRECISION | |
#endif | |
struct output_dummy { | |
vec4 _color; | |
}; | |
uniform int FrameDirection; | |
uniform int FrameCount; | |
uniform COMPAT_PRECISION vec2 OutputSize; | |
uniform COMPAT_PRECISION vec2 TextureSize; | |
uniform COMPAT_PRECISION vec2 InputSize; | |
uniform sampler2D Texture; | |
COMPAT_VARYING vec4 TEX0; | |
//standard texture sample looks like this: COMPAT_TEXTURE(Texture, TEX0.xy); | |
//distortion | |
vec2 Warp(vec2 pos){ | |
pos.xy = pos.xy * 2.0-1.0; | |
pos.xy *= vec2(1.0+(pos.y*pos.y)*warpX,1.0+(pos.x*pos.x)*warpY); | |
return pos*0.5+0.5; | |
} | |
void main() | |
{ | |
output_dummy _OUT; | |
vec2 warpCoord1 = Warp((TEX0.xy - vec2(eye_sep, y_loc))*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy); | |
vec2 warpCoord2 = Warp((TEX0.xy + vec2(eye_sep, -y_loc))*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy); | |
vec2 fragCoord1 = warpCoord1 * InputSize / TextureSize; | |
vec2 fragCoord2 = warpCoord2 * InputSize / TextureSize; | |
vec4 frame1 = vec4(0.0); | |
if ( fragCoord1.x < 1.0 && fragCoord1.x > 0.0 && fragCoord1.y < 1.0 && fragCoord1.y > 0.0 ) | |
frame1 = COMPAT_TEXTURE(Texture, warpCoord1); | |
vec4 frame2 = vec4(0.0); | |
if ( fragCoord2.x < 1.0 && fragCoord2.x > 0.0 && fragCoord2.y < 1.0 && fragCoord2.y > 0.0 ) | |
frame2 = COMPAT_TEXTURE(Texture, warpCoord2); | |
frame1.r = frame1.g; | |
frame2.gb = vec2(frame2.r); | |
vec4 final = vec4(0.0); | |
if (palette > 0.5) | |
final = frame1 + frame2; | |
else | |
final = vec4(frame1.r + frame2.r, 0.0, 0.0, 1.0); | |
_OUT._color = final; | |
FragColor = _OUT._color; | |
return; | |
} | |
#endif |
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