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A fragment shader for stereo image/video rendering in wonderland engine
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/** | |
Copyright © 2024 Nithin Steven F <[email protected]> | |
Permission is hereby granted, free of charge, to any person obtaining a | |
copy of this software and associated documentation files (the "Software"), | |
to deal in the Software without restriction, including without limitation | |
the rights to use, copy, modify, merge, publish, distribute, sublicense, | |
and/or sell copies of the Software, and to permit persons to whom the | |
Software is furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included | |
in all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL | |
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER | |
DEALINGS IN THE SOFTWARE. | |
*/ | |
#include "lib/Compatibility.frag" | |
#define FEATURE_TEXTURED | |
#define FEATURE_ALPHA_MASKED | |
#define FEATURE_VERTEX_COLORS | |
#ifdef TEXTURED | |
#define USE_TEXTURE_COORDS | |
#endif | |
#ifdef VERTEX_COLORS | |
#define USE_COLOR | |
#endif | |
#define USE_MATERIAL_ID | |
#include "lib/Uniforms.glsl" | |
#include "lib/Inputs.frag" | |
#ifdef TEXTURED | |
#include "lib/Textures.frag" | |
#endif | |
#include "lib/Packing.frag" | |
#include "lib/Materials.frag" | |
struct Material { | |
lowp vec4 color; | |
mediump uint flatTextureLeft; | |
mediump uint flatTextureRight; | |
}; | |
Material decodeMaterial(uint matIndex) { | |
{{decoder}} | |
return mat; | |
} | |
void main() { | |
#ifdef TEXTURED | |
alphaMask(fragMaterialId, fragTextureCoords); | |
#endif | |
Material mat = decodeMaterial(fragMaterialId); | |
// Select texture based on view index (left or right eye) | |
mediump uint selectedTexture = (int(viewIndex) == 0) ? mat.flatTextureLeft : mat.flatTextureRight; | |
outColor = | |
#ifdef VERTEX_COLORS | |
fragColor * | |
#endif | |
#ifdef TEXTURED | |
textureAtlas(selectedTexture, fragTextureCoords) * | |
#endif | |
mat.color; | |
} |
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