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Add reverse_interlaced uniform flag
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@ -302,28 +302,11 @@ uniform vec4 o_resolution;
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uniform sampler2D color_texture;
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uniform sampler2D color_texture_r;
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void main() {
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float screen_row = o_resolution.x * frag_tex_coord.x;
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if (int(screen_row) % 2 == 0)
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color = texture(color_texture, frag_tex_coord);
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else
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color = texture(color_texture_r, frag_tex_coord);
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}
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)";
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static const char fragment_shader_reverse_interlaced[] = R"(
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in vec2 frag_tex_coord;
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out vec4 color;
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uniform vec4 o_resolution;
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uniform sampler2D color_texture;
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uniform sampler2D color_texture_r;
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uniform int reverse_interlaced;
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void main() {
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float screen_row = o_resolution.x * frag_tex_coord.x;
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if (int(screen_row) % 2 == 1)
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if (int(screen_row) % 2 == reverse_interlaced)
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color = texture(color_texture, frag_tex_coord);
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else
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color = texture(color_texture_r, frag_tex_coord);
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@ -711,7 +694,8 @@ void RendererOpenGL::ReloadShader() {
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shader_data += shader_text;
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}
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}
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced) {
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
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if (Settings::values.pp_shader_name == "horizontal (builtin)") {
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shader_data += fragment_shader_interlaced;
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} else {
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@ -724,19 +708,6 @@ void RendererOpenGL::ReloadShader() {
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shader_data += shader_text;
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}
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}
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} else if (Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
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if (Settings::values.pp_shader_name == "horizontal (builtin)") {
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shader_data += fragment_shader_reverse_interlaced;
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} else {
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std::string shader_text =
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OpenGL::GetPostProcessingShaderCode(true, Settings::values.pp_shader_name);
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if (shader_text.empty()) {
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// Should probably provide some information that the shader couldn't load
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shader_data += fragment_shader_reverse_interlaced;
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} else {
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shader_data += shader_text;
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}
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}
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} else {
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if (Settings::values.pp_shader_name == "none (builtin)") {
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shader_data += fragment_shader;
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@ -761,6 +732,15 @@ void RendererOpenGL::ReloadShader() {
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Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
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uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
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}
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if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) {
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GLuint uniform_reverse_interlaced =
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glGetUniformLocation(shader.handle, "reverse_interlaced");
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if (Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced)
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glUniform1i(uniform_reverse_interlaced, 1);
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else
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glUniform1i(uniform_reverse_interlaced, 0);
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}
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uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
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uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution");
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uniform_layer = glGetUniformLocation(shader.handle, "layer");
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