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Git Commits -> Revision 88de57a
Revision 88de57a by Benoit Bolsee (temp-decklink) June 9, 2016, 22:28 (GMT) |
BL_Shader.setUniformEyef(name) defines a uniform that reflects the eye being rendered in stereo mode: 0.0 for the left eye, 0.5 for the right eye. In non stereo mode, the value of the uniform is fixed to 0.0. The typical use of this uniform is in stereo mode to sample stereo textures containing the left and right eye images in a top-bottom order. python: shader = obj.meshes[0].materials[mat].getShader() shader.setUniformEyef("eye") shader: uniform float eye; uniform sampler2D tex; void main(void) { vec4 color; float ty, tx; tx = gl_TexCoord[0].x; ty = eye+gl_TexCoord[0].y*0.5; // ty will be between 0 and 0.5 for the left eye render // and 0.5 and 1.0 for the right eye render. color = texture(tex, vec2(tx, ty)); ... } |
Commit Details:
Full Hash: 88de57a9e134993ec1ad98c8f29b63e9395dfa4c
Parent Commit: 901d33e
Lines Changed: +112, -58