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compose.frag.glsl
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57 lines (44 loc) · 1.38 KB
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#version 430 core
#extension GL_ARB_shading_language_include : enable
#include "common.h"
layout( binding = 0 ) uniform sampler2D tex[2];
layout(location = 0, index = 0) out vec4 Color;
void main()
{
const uint mid = compose.out_width/2;
// determine left or right texture
uint i;
float out_x;
if( gl_FragCoord.x < mid )
{
i = 0;
out_x = gl_FragCoord.x;
}
else
{
i = 1;
out_x = gl_FragCoord.x - mid;
}
float out_y = gl_FragCoord.y;
float in_x = compose.in_width * out_x / (compose.out_width/2);
float in_y = compose.in_height * out_y / compose.out_height;
Color = texelFetch( tex[i], ivec2( in_x, in_y ), 0 );
}
/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/