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@@ -4,7 +4,6 @@ varying vec2 vUV;
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uniform sampler2D camASampler;
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uniform sampler2D camASampler;
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uniform sampler2D textureSampler;
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uniform sampler2D textureSampler;
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uniform vec2 stepSize;
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uniform vec2 stepSize;
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-// Updated for STEREOSCOPIC_INTERLACED
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void main(void)
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void main(void)
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{
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{
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@@ -17,22 +16,22 @@ void main(void)
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vec3 frag2;
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vec3 frag2;
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#ifdef IS_STEREOSCOPIC_HORIZ
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#ifdef IS_STEREOSCOPIC_HORIZ
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- useCamB = vUV.x > 0.5;
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- useCamA = !useCamB;
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- texCoord1 = vec2(useCamB ? (vUV.x - 0.5) * 2.0 : vUV.x * 2.0, vUV.y);
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- texCoord2 = vec2(texCoord1.x + stepSize.x, vUV.y);
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+ useCamB = vUV.x > 0.5;
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+ useCamA = !useCamB;
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+ texCoord1 = vec2(useCamB ? (vUV.x - 0.5) * 2.0 : vUV.x * 2.0, vUV.y);
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+ texCoord2 = vec2(texCoord1.x + stepSize.x, vUV.y);
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#else
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#else
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#ifdef IS_STEREOSCOPIC_INTERLACED
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#ifdef IS_STEREOSCOPIC_INTERLACED
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- float rowNum = floor(vUV.y / stepSize.y);
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- useCamA = mod(rowNum,2.0) == 1.0;
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- useCamB = mod(rowNum,2.0) == 0.0;
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- texCoord1 = vec2(vUV.x, vUV.y);
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- texCoord2 = vec2(vUV.x, vUV.y);
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+ float rowNum = floor(vUV.y / stepSize.y);
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+ useCamA = mod(rowNum,2.0) == 1.0;
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+ useCamB = mod(rowNum,2.0) == 0.0;
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+ texCoord1 = vec2(vUV.x, vUV.y);
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+ texCoord2 = vec2(vUV.x, vUV.y);
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#else
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#else
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- useCamB = vUV.y > 0.5;
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- useCamA = !useCamB;
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- texCoord1 = vec2(vUV.x, useCamB ? (vUV.y - 0.5) * 2.0 : vUV.y * 2.0);
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- texCoord2 = vec2(vUV.x, texCoord1.y + stepSize.y);
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+ useCamB = vUV.y > 0.5;
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+ useCamA = !useCamB;
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+ texCoord1 = vec2(vUV.x, useCamB ? (vUV.y - 0.5) * 2.0 : vUV.y * 2.0);
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+ texCoord2 = vec2(vUV.x, texCoord1.y + stepSize.y);
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#endif
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#endif
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#endif
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#endif
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