Implement side-by-side view
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@@ -0,0 +1,79 @@
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// Vertex shader
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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};
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@vertex
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fn vs_main(
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@builtin(vertex_index) in_vertex_index: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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var x: f32;
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var y: f32;
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switch in_vertex_index {
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case 0u, 3u: {
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x = -1.0;
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y = 1.0;
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}
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case 1u: {
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x = -1.0;
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y = -1.0;
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}
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case 2u, 4u: {
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x = 1.0;
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y = -1.0;
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}
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default: {
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x = 1.0;
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y = 1.0;
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}
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}
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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out.tex_coords = vec2<f32>((x + 1.0) / 2.0, (1.0 - y) / 2.0);
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return out;
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}
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// Fragment shader
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@group(0) @binding(0)
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var u_texture: texture_2d<f32>;
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@group(0) @binding(1)
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var u_sampler: sampler;
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struct Colors {
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left: vec4<f32>,
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right: vec4<f32>,
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};
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@group(0) @binding(2)
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var<uniform> colors: Colors;
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@fragment
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fn fs_lefteye(in: VertexOutput) -> @location(0) vec4<f32> {
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let brt = textureSample(u_texture, u_sampler, in.tex_coords);
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return colors.left * brt[0];
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}
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@fragment
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fn fs_righteye(in: VertexOutput) -> @location(0) vec4<f32> {
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let brt = textureSample(u_texture, u_sampler, in.tex_coords);
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return colors.left * brt[1];
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}
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@fragment
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fn fs_anaglyph(in: VertexOutput) -> @location(0) vec4<f32> {
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let brt = textureSample(u_texture, u_sampler, in.tex_coords);
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return colors.left * brt[0] + colors.right * brt[1];
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}
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@fragment
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fn fs_sidebyside(in: VertexOutput) -> @location(0) vec4<f32> {
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var point = in.tex_coords;
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point.x = (point.x * 2.0) % 1.0;
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let brt = textureSample(u_texture, u_sampler, point);
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if in.tex_coords.x < 0.5 {
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return colors.left * brt[0];
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} else {
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return colors.left * brt[1];
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};
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}
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