"#endif\n",
"\n",
"#ifdef USESTEREODESATURATE\n",
+" // Desaturation for anaglyph stereo.\n",
+" // I know doing it here sucks, but as we currently use a single render\n",
+" // target and color masking, nothing else will work. So expect breakage\n",
+" // on transparent objects (e.g. a red filter followed by a blue surface\n",
+" // not appearing black but grey).\n",
"#ifdef USESTEREODESATURATE_REDCYAN\n",
" // Goal of this transformation:\n",
" // Keep brightness of R and GB proportional to each other and to\n",
"#endif\n",
"\n",
"#ifdef USESTEREODESATURATE\n",
+" // Desaturation for anaglyph stereo.\n",
+" // I know doing it here sucks, but as we currently use a single render\n",
+" // target and color masking, nothing else will work. So expect breakage\n",
+" // on transparent objects (e.g. a red filter followed by a blue surface\n",
+" // not appearing black but grey).\n",
"#ifdef USESTEREODESATURATE_REDCYAN\n",
" // Goal of this transformation:\n",
" // Keep brightness of R and GB proportional to each other and to\n",