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VertexShaderManager: Add stereoscopy options to swap the left and right eye.
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@ -152,6 +152,7 @@ static wxString shader_errors_desc = wxTRANSLATE("Usually if shader compilation
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static wxString stereo_3d_desc = wxTRANSLATE("Side-by-side stereoscopic 3D.");
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static wxString stereo_separation_desc = wxTRANSLATE("Control the Interpupillary distance.");
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static wxString stereo_focal_desc = wxTRANSLATE("Control the distance at which objects appear to be at screen depth.");
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static wxString stereo_swap_desc = wxTRANSLATE("Swap the left and right eye.\n\nIf unsure, leave this unchecked.");
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#if !defined(__APPLE__)
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@ -470,6 +471,8 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
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szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Focal Length:")), 1, wxALIGN_CENTER_VERTICAL, 0);
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szr_stereo->Add(foc_slider, 1, wxEXPAND | wxRIGHT);
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szr_stereo->Add(CreateCheckBox(page_enh, _("Swap eyes"), wxGetTranslation(stereo_swap_desc), vconfig.bStereoSwapEyes));
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wxStaticBoxSizer* const group_stereo = new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Stereoscopy"));
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group_stereo->Add(szr_stereo, 1, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM, 5);
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szr_enh_main->Add(group_stereo, 0, wxEXPAND | wxALL, 5);
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