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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D leftEye;
layout(binding = 2) uniform sampler2D rightEye;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
int stereoMode;
} ubuf;
void main()
{
vec4 tex1 = texture(leftEye, qt_TexCoord0);
vec4 tex2 = texture(rightEye, qt_TexCoord0);
if (ubuf.stereoMode == 3)
fragColor = vec4(tex1.r, tex2.gb, 0.0) * ubuf.qt_Opacity;
else
fragColor = vec4(tex2.r, tex1.g, tex2.b, 0.0) * ubuf.qt_Opacity;
}