#ifdef GL_ES precision mediump int; precision mediump float; #endif #define USE_OGRE_FROM_FUTURE #include SAMPLER2D(LeftTex, 0); SAMPLER2D(RightTex, 1); OGRE_UNIFORMS( uniform vec4 screenSize; ) MAIN_PARAMETERS IN(vec2 uv, TEXCOORD0) MAIN_DECLARATION { vec2 p = step(vec2_splat(0.5), fract(uv * screenSize.xy * vec2_splat(0.5))); vec4 left = texture2D(LeftTex, uv); vec4 right = texture2D(RightTex, uv); float f = 0.0; if (p.x == p.y) f = 1.0; // 1-abs(p.x-p.y) gl_FragColor = mix(left, right, vec4_splat(f)); }