EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
- EOL" if (int (mod (gl_FragCoord.y + 1.5, 2.0)) == 1)"
+ EOL" if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)"
EOL" {"
EOL" occFragColor = aColorL;"
EOL" }"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
- EOL" if (int (mod (gl_FragCoord.x + 1.5, 2.0)) != 1)"
+ EOL" if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)"
EOL" {"
EOL" occFragColor = aColorL;"
EOL" }"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
- EOL" bool isEvenX = int(mod(floor(gl_FragCoord.x + 1.5), 2.0)) == 1;"
- EOL" bool isEvenY = int(mod(floor(gl_FragCoord.y + 1.5), 2.0)) != 1;"
+ EOL" bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;"
+ EOL" bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;"
EOL" if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))"
EOL" {"
EOL" occFragColor = aColorL;"