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#version 300 es
// Anaglyph 3D Shader - OPTIMIZED
// Fixes: Edge clamping, alpha preservation, depth-aware separation
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// --- CONFIGURATION ---
const float SEPARATION = 0.003;
// Make separation stronger at edges (simulates depth from screen curvature)
const bool DEPTH_AWARE = true;
void main() {
vec2 offset = vec2(SEPARATION, 0.0);
// Optional: Increase separation toward screen edges for more depth
if (DEPTH_AWARE) {
float edgeFactor = abs(v_texcoord.x - 0.5) * 2.0; // 0 at center, 1 at edges
offset.x *= 1.0 + edgeFactor * 0.5;
}
// Clamp coordinates to prevent edge sampling artifacts
vec2 leftCoord = clamp(v_texcoord - offset, 0.0, 1.0);
vec2 rightCoord = clamp(v_texcoord + offset, 0.0, 1.0);
vec4 leftEye = texture(tex, leftCoord);
vec4 rightEye = texture(tex, rightCoord);
vec4 center = texture(tex, v_texcoord);
// Combine: Red from left, Cyan (GB) from right
fragColor = vec4(leftEye.r, rightEye.g, rightEye.b, center.a);
}
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