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PostProcessing: Add support for user-supplied anaglyph shaders.
There are lots of different anaglyph glasses out there and there may be even more creative uses for stereoscopic post-processing shaders.
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parent
a93433a860
commit
262c3b19ec
14 changed files with 110 additions and 58 deletions
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@ -95,14 +95,14 @@ std::string VideoBackend::GetDisplayName() const
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return "OpenGL";
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}
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static void GetShaders(std::vector<std::string> &shaders)
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static void GetShaders(std::vector<std::string> &shaders, const std::string &sub_dir = "")
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{
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std::set<std::string> already_found;
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shaders.clear();
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static const std::string directories[] = {
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File::GetUserPath(D_SHADERS_IDX),
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File::GetSysDirectory() + SHADERS_DIR DIR_SEP,
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const std::string directories[] = {
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File::GetUserPath(D_SHADERS_IDX) + sub_dir,
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File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir,
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};
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for (auto& directory : directories)
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{
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@ -139,6 +139,7 @@ static void InitBackendInfo()
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g_Config.backend_info.bSupportsOversizedViewports = true;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupports3DVision = false;
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g_Config.backend_info.bSupportsPostProcessing = true;
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g_Config.backend_info.Adapters.clear();
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@ -148,6 +149,7 @@ static void InitBackendInfo()
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// pp shaders
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GetShaders(g_Config.backend_info.PPShaders);
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GetShaders(g_Config.backend_info.AnaglyphShaders, std::string(ANAGLYPH_DIR DIR_SEP));
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}
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void VideoBackend::ShowConfig(void *_hParent)
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