/* ----------------------------------------------------------------------------- This source is part of the Stereoscopy manager for OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ ----------------------------------------------------------------------------- * Copyright (c) 2008, Mathieu Le Ber, AXYZ-IMAGES * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the AXYZ-IMAGES nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY Mathieu Le Ber ''AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL Mathieu Le Ber BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ----------------------------------------------------------------------------- */ float4 Interlace_fp ( // input in float2 texCoord : TEXCOORD0, // parameters uniform float4 screenSize, uniform sampler2D LeftTex : register(s0), uniform sampler2D RightTex : register(s1) ) : COLOR { // return 0 if the pixel position is even or 1 if it is odd float2 p = step(0.5f, frac(texCoord * screenSize.xy * 0.5f)); float4 left = tex2D(LeftTex, texCoord); float4 right = tex2D(RightTex, texCoord); #ifndef HORIZ p.y = 1; #endif #ifndef VERT p.x = 1; #endif float f = (p.x == p.y); // 1-abs(p.x-p.y) return lerp(left, right, f); } float4 Anaglyph_fp ( // input in float2 texCoord : TEXCOORD0, // parameters uniform sampler2D LeftTex : register(s0), uniform sampler2D RightTex : register(s1) ) : COLOR { float4 left = tex2D(LeftTex, texCoord); float4 right = tex2D(RightTex, texCoord); // return float4(left.r, right.g, right.b, 1); return left * float4(LEFT_MASK) + right * float4(RIGHT_MASK); }