vertex_program Stereo/vs glsl glsles glslang hlsl { source stereovs.glsl default_params { param_named_auto worldViewProj worldviewproj_matrix } } fragment_program Stereo/Interlace_H_fp_GL glsl glsles { source Interlace_H_fp.glsl default_params { param_named_auto screenSize viewport_size param_named LeftTex int 0 param_named RightTex int 1 } } fragment_program Stereo/Interlace_H_fp_GLSLang glslang { source Interlace_H_fp.glsl default_params { param_named_auto screenSize viewport_size } } fragment_program Stereo/Interlace_H_fp_HLSL hlsl { source Interlace_H_fp.glsl default_params { param_named_auto screenSize viewport_size } } fragment_program Stereo/Interlace_V_fp_GL glsl glsl glsles { source Interlace_V_fp.glsl default_params { param_named_auto screenSize viewport_size param_named LeftTex int 0 param_named RightTex int 1 } } fragment_program Stereo/Interlace_V_fp_GLSLang glslang { source Interlace_V_fp.glsl default_params { param_named_auto screenSize viewport_size } } fragment_program Stereo/Interlace_V_fp_HLSL hlsl { source Interlace_V_fp.glsl default_params { param_named_auto screenSize viewport_size } } fragment_program Stereo/Interlace_CB_fp_GL glsl glsles { source Interlace_CB_fp.glsl default_params { param_named_auto screenSize viewport_size param_named LeftTex int 0 param_named RightTex int 1 } } fragment_program Stereo/Interlace_CB_fp_GLSLang glslang { source Interlace_CB_fp.glsl default_params { param_named_auto screenSize viewport_size } } fragment_program Stereo/Interlace_CB_fp_HLSL hlsl { source Interlace_CB_fp.glsl default_params { param_named_auto screenSize viewport_size } } fragment_program Stereo/Anaglyph_RC_fp_GL glsl glsles { source Anaglyph_fp.glsl default_params { param_named leftMask float4 1.0 0.0 0.0 1.0 param_named rightMask float4 0.0 1.0 1.0 1.0 param_named LeftTex int 0 param_named RightTex int 1 } } fragment_program Stereo/Anaglyph_RC_fp_GLSLang glslang { source Anaglyph_fp.glsl default_params { param_named leftMask float4 1.0 0.0 0.0 1.0 param_named rightMask float4 0.0 1.0 1.0 1.0 } } fragment_program Stereo/Anaglyph_RC_fp_HLSL hlsl { source Anaglyph_fp.glsl default_params { param_named leftMask float4 1.0 0.0 0.0 1.0 param_named rightMask float4 0.0 1.0 1.0 1.0 } } fragment_program Stereo/Anaglyph_YB_fp_GL glsl glsles { source Anaglyph_fp.glsl default_params { param_named leftMask float4 1.0 1.0 0.0 1.0 param_named rightMask float4 0.0 0.0 1.0 1.0 param_named LeftTex int 0 param_named RightTex int 1 } } fragment_program Stereo/Anaglyph_YB_fp_GLSLang glslang { source Anaglyph_fp.glsl default_params { param_named leftMask float4 1.0 1.0 0.0 1.0 param_named rightMask float4 0.0 0.0 1.0 1.0 } } fragment_program Stereo/Anaglyph_YB_fp_HLSL hlsl { source Anaglyph_fp.glsl default_params { param_named leftMask float4 1.0 1.0 0.0 1.0 param_named rightMask float4 0.0 0.0 1.0 1.0 } } fragment_program Stereo/SideBySide_fp_GL glsl glsles { source SideBySide_fp.glsl default_params { param_named LeftTex int 0 param_named RightTex int 1 } } fragment_program Stereo/SideBySide_fp_HLSL hlsl glslang { source SideBySide_fp.glsl } fragment_program Stereo/UpDown_fp_GL glsl glsles { source UpDown_fp.glsl default_params { param_named LeftTex int 0 param_named RightTex int 1 } } fragment_program Stereo/UpDown_fp_HLSL hlsl glslang { source UpDown_fp.glsl } fragment_program Stereo/Oculus_fp_GL glsl glsles { source oculus_cmp.glsl default_params { param_named LensCentre float2 0.5 0.5 param_named Scale float2 1.0 1.0 param_named ScaleIn float2 1.0 1.0 param_named HmdWarpParam float4 1.0, 0.441, 0.156f, 0 param_named ChromAbParam float4 0.996, -0.004, 1.014, 0 param_named projOffset float 0 param_named LeftTex int 0 param_named RightTex int 1 } } fragment_program Stereo/Oculus_fp_GLSLang glslang { source oculus_cmp.glsl default_params { param_named LensCentre float2 0.5 0.5 param_named Scale float2 1.0 1.0 param_named ScaleIn float2 1.0 1.0 param_named HmdWarpParam float4 1.0, 0.441, 0.156f, 0 param_named ChromAbParam float4 0.996, -0.004, 1.014, 0 param_named projOffset float 0 } } fragment_program Stereo/Oculus_fp_HLSL hlsl { source oculus_cmp.glsl target ps_2_a default_params { param_named LensCentre float2 0.5 0.5 param_named Scale float2 1.0 1.0 param_named ScaleIn float2 1.0 1.0 param_named HmdWarpParam float4 1.0, 0.441, 0.156f, 0 param_named ChromAbParam float4 0.996, -0.004, 1.014, 0 param_named projOffset float 0 } } fragment_program Stereo/Mono_fp glsl glsles glslang hlsl { source mono_fp.glsl } fragment_program Stereo/stMono_fp_GL glsl glsles { source stMono_fp.glsl default_params { param_named LeftTex int 0 param_named RightTex int 1 } } fragment_program Stereo/stMono_fp_HLSL hlsl glslang { source stMono_fp.glsl } fragment_program Stereo/Interlace_H_fp unified { delegate Stereo/Interlace_H_fp_GL delegate Stereo/Interlace_H_fp_GLSLang delegate Stereo/Interlace_H_fp_HLSL } fragment_program Stereo/Interlace_V_fp unified { delegate Stereo/Interlace_V_fp_GL delegate Stereo/Interlace_V_fp_GLSLang delegate Stereo/Interlace_V_fp_HLSL } fragment_program Stereo/Interlace_CB_fp unified { delegate Stereo/Interlace_CB_fp_GL delegate Stereo/Interlace_CB_fp_GLSLang delegate Stereo/Interlace_CB_fp_HLSL } fragment_program Stereo/Anaglyph_RC_fp unified { delegate Stereo/Anaglyph_RC_fp_GL delegate Stereo/Anaglyph_RC_fp_GLSLang delegate Stereo/Anaglyph_RC_fp_HLSL } fragment_program Stereo/Anaglyph_YB_fp unified { delegate Stereo/Anaglyph_YB_fp_GL delegate Stereo/Anaglyph_YB_fp_GLSLang delegate Stereo/Anaglyph_YB_fp_HLSL } fragment_program Stereo/SideBySide_fp unified { delegate Stereo/SideBySide_fp_GL delegate Stereo/SideBySide_fp_HLSL } fragment_program Stereo/UpDown_fp unified { delegate Stereo/UpDown_fp_GL delegate Stereo/UpDown_fp_HLSL } fragment_program Stereo/Oculus_fp unified { delegate Stereo/Oculus_fp_GL delegate Stereo/Oculus_fp_GLSLang delegate Stereo/Oculus_fp_HLSL } fragment_program Stereo/stMono_fp unified { delegate Stereo/stMono_fp_GL delegate Stereo/stMono_fp_HLSL } material Stereo/BaseCompositorMaterial { technique { pass { lighting off depth_write off depth_check off cull_hardware none vertex_program_ref Stereo/vs { } texture_unit Left { tex_address_mode clamp filtering linear linear none tex_coord_set 0 } texture_unit Right { tex_address_mode clamp filtering linear linear none tex_coord_set 0 } } } } material Stereo/VerticalInterlace : Stereo/BaseCompositorMaterial { technique { pass { fragment_program_ref Stereo/Interlace_V_fp { } } } } material Stereo/HorizontalInterlace : Stereo/BaseCompositorMaterial { technique { pass { fragment_program_ref Stereo/Interlace_H_fp { } } } } material Stereo/CheckboardInterlace : Stereo/BaseCompositorMaterial { technique { pass { fragment_program_ref Stereo/Interlace_CB_fp { } } } } material Stereo/YellowBlueAnaglyph : Stereo/BaseCompositorMaterial { technique { pass { fragment_program_ref Stereo/Anaglyph_YB_fp { } } } } material Stereo/RedCyanAnaglyph : Stereo/BaseCompositorMaterial { technique { pass { fragment_program_ref Stereo/Anaglyph_RC_fp { } } } } material Stereo/SideBySide : Stereo/BaseCompositorMaterial { technique { pass { fragment_program_ref Stereo/SideBySide_fp { } } } } material Stereo/UpDown : Stereo/BaseCompositorMaterial { technique { pass { fragment_program_ref Stereo/UpDown_fp { } } } } material Stereo/stMono : Stereo/BaseCompositorMaterial { technique { pass { fragment_program_ref Stereo/stMono_fp { } } } } material Stereo/Oculus { technique { pass { lighting off depth_write off depth_check off cull_hardware none vertex_program_ref Stereo/vs { } fragment_program_ref Stereo/Oculus_fp { } texture_unit Left { tex_address_mode border tex_border_colour 0 0 0 filtering anisotropic anisotropic anisotropic tex_coord_set 0 } texture_unit Right { tex_address_mode border tex_border_colour 0 0 0 filtering anisotropic anisotropic anisotropic tex_coord_set 0 } } } } material Stereo/Wireframe { technique { pass { polygon_mode wireframe cull_hardware none lighting off } } } material Stereo/DebugLeft { technique { pass { texture_unit { texture Stereo/Left } } } } material Stereo/DebugRight { technique { pass { texture_unit { texture Stereo/Right } } } } material Stereo/Mono { technique { pass { lighting off depth_write off depth_check off cull_hardware none texture_unit { texture Stereo/Mono } } } }