diff --git a/Data/Sys/Shaders/stereoscopic.glsl b/Data/Sys/Shaders/stereoscopic.glsl index 41463fcd28..f37a246e55 100644 --- a/Data/Sys/Shaders/stereoscopic.glsl +++ b/Data/Sys/Shaders/stereoscopic.glsl @@ -10,23 +10,22 @@ uniform vec4 resolution; void main() { - float4 c0 = texture(samp9, uv0).rgba; // Source Color - float sep = 5.0; - float red = c0.r; - float green = c0.g; - float blue = c0.b; - - - // Left Eye (Red) - float4 c1 = texture(samp9, uv0 + float2(sep,0.0)*resolution.zw).rgba; - red = max(c0.r, c1.r); + // Source Color + float4 c0 = texture(samp9, uv0).rgba; + float sep = 5.0; + float red = c0.r; + float green = c0.g; + float blue = c0.b; - // Right Eye (Cyan) - float4 c2 = texture(samp9, uv0 + float2(-sep,0.0)*resolution.zw).rgba; - float cyan = (c2.g + c2.b) / 2.0; - green = max(c0.g, cyan); - blue = max(c0.b, cyan); + // Left Eye (Red) + float4 c1 = texture(samp9, uv0 + float2(sep,0.0)*resolution.zw).rgba; + red = max(c0.r, c1.r); - - ocol0 = float4(red, green, blue, c0.a); + // Right Eye (Cyan) + float4 c2 = texture(samp9, uv0 + float2(-sep,0.0)*resolution.zw).rgba; + float cyan = (c2.g + c2.b) / 2.0; + green = max(c0.g, cyan); + blue = max(c0.b, cyan); + + ocol0 = float4(red, green, blue, c0.a); }