/* InterleavedColumnStereoShader.frag.txt - Shader for interleaved column stereo: * * Used in the stereo compositing chain of the Psychtoolbox imaging pipeline. * * Composes an interleaved stereo image by putting the left eye images pixel * lines into the even columns of the output buffer and the right eye images pixel * lines into the odd columns of the output buffer, thereby interleaving the * content of both eyes buffers into one unified horizontally interlaced buffer. * * This stereo encoding can be used by some auto-stereoscopic displays, e.g., * ones with lenticular sheets or parallax barriers. * * Written 2010 by Mario Kleiner, part of the Psychtoolbox-3, licensed under * MIT license. * */ #extension GL_ARB_texture_rectangle : enable /* Input image rectangle textures: Image1 = Left, Image2 = Right eye */ uniform sampler2DRect Image1; uniform sampler2DRect Image2; uniform vec2 Offset; void main() { /* Get default texel read position (x,y): x is column, y is row of image. */ vec2 pos = gl_FragCoord.xy; /* oddcol == 1 for odd columns, 0 for even columns: */ float oddcol = mod(pos.x, 2.0); /* Update the x component to only read left half of all columns in images: */ pos.x = (pos.x - oddcol) / 2.0; pos = pos + Offset; /* Read the image pixel from the modified readpos, output it to framebuffer. */ /* Choose between left- and right- image input buffer, depending if this is */ /* an even or an odd output column: */ if (oddcol < 1.0) { /* Even col: Left image */ gl_FragColor = texture2DRect(Image1, pos); } else { /* Odd col: Right image */ gl_FragColor = texture2DRect(Image2, pos); } }