<scene> <shape> <appearance>
</renderedTexture> <composedShader> attribute vec3 position; attribute vec2 texcoord; uniform mat4 modelViewProjectionMatrix; varying vec2 fragTexCoord; void main() { vec2 pos = sign(position.xy); fragTexCoord = texcoord; gl_Position = vec4((pos.x/2.0)-0.5, pos.y, 0.0, 1.0); } #ifdef GL_ES precision highp float; #endif uniform sampler2D tex; uniform float leftEye; varying vec2 fragTexCoord; void main() { gl_FragColor = texture2D(tex, fragTexCoord); } </composedShader> </appearance> </shape> <shape> <appearance>
</renderedTexture> <composedShader> attribute vec3 position; attribute vec2 texcoord; uniform mat4 modelViewProjectionMatrix; varying vec2 fragTexCoord; void main() { vec2 pos = sign(position.xy); fragTexCoord = texcoord; gl_Position = vec4((pos.x + 1.0)/2.0, pos.y, 0.0, 1.0); } </composedShader> </appearance> </shape> </scene> </x3d>