From 4e83e4989cae24e1b2b920b147e25166de922aad Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Tue, 11 Feb 2014 12:24:36 +0100 Subject: [PATCH] Add a note about why this method is suboptimal. --- shader_glsl.h | 5 +++++ shader_hlsl.h | 5 +++++ 2 files changed, 10 insertions(+) diff --git a/shader_glsl.h b/shader_glsl.h index 6b98c8fa..ef68d4c3 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -1741,6 +1741,11 @@ "#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", diff --git a/shader_hlsl.h b/shader_hlsl.h index 3ea74ef6..e6d7eae4 100644 --- a/shader_hlsl.h +++ b/shader_hlsl.h @@ -1620,6 +1620,11 @@ "#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", -- 2.39.2