/usr/share/psychtoolbox-3/PsychOpenGL/PsychGLSLShaders/InterleavedColumnStereoShader.frag.txt is in psychtoolbox-3-common 3.0.11.20140816.dfsg1-1.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 | /* 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);
}
}
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