Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
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15 changed files with 301 additions and 68 deletions
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@ -38,23 +38,37 @@
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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void FPresentStereoShaderBase::Init(const char * vtx_shader_name, const char * program_name)
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{
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FPresentShaderBase::Init(vtx_shader_name, program_name);
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LeftEyeTexture.Init(mShader, "LeftEyeTexture");
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RightEyeTexture.Init(mShader, "RightEyeTexture");
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WindowPositionParity.Init(mShader, "WindowPositionParity");
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}
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void FPresent3DCheckerShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d");
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}
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mShader.Bind();
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}
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void FPresent3DColumnShader::Bind()
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{
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if (!mShader)
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{
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Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d");
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}
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mShader.Bind();
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}
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void FPresent3DRowShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present_row3d.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/presentRow3d");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetAttribLocation(1, "UV");
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LeftEyeTexture.Init(mShader, "LeftEyeTexture");
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RightEyeTexture.Init(mShader, "RightEyeTexture");
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InvGamma.Init(mShader, "InvGamma");
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Contrast.Init(mShader, "Contrast");
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Brightness.Init(mShader, "Brightness");
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Scale.Init(mShader, "UVScale");
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VerticalPixelOffset.Init(mShader, "VerticalPixelOffset");
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Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d");
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}
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mShader.Bind();
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}
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