If you go outside of the 0.0 -> 1.0 range it will be capped to 0.0 or 1.0. I can't think of a way to fix that problem, since it would require rendering a bigger view than the users resolution.
On Tue, Nov 9, 2010 at 10:21 AM, AndreaZzZ <andrea_s...@mail.ru> wrote: > Thanks, I did it. But there is a problem - > http://img130.imageshack.us/img130/6206/testhardware0017.jpg (look at the > rocks) > > 2010/11/9 Joel R. <joelru...@gmail.com> > > > HALF2 has the .x and .y properties. So just do something like HALF2 > > leftCoord = ZeroTexCoord; leftCoord.x += left_pos; Then sample the color > at > > the new coordinate. However you should note, that the color you will be > > returning in that function will be for the original pixel location. > > Shaders > > go from Top left corner to Top Right Corner and repeats until it reaches > > the > > bottom most row. > > > > This means you'll have to work in reverse by sampling left or right > towards > > the "original" pixel, instead of working from the original pixel outward. > > It > > would also be best to use different shader passes for each blue and red > of > > the anaglyph. > > > > On Tue, Nov 9, 2010 at 8:34 AM, AndreaZzZ <andrea_s...@mail.ru> wrote: > > > > > I'm currently doing anaglyph. How to move left and right along the x > > axis, > > > my shader moves along the axes xy as correct? > > > Code: > > > > > > sampler BaseTextureSampler : register( s0 ); > > > > > > HALF4 main( HALF2 ZeroTexCoord : TEXCOORD0 ) : COLOR > > > { > > > float left_pos = 0.008; > > > float right_pos = -0.008; > > > > > > float4 left = tex2D(BaseTextureSampler, ZeroTexCoord + left_pos); > > > float4 right = tex2D(BaseTextureSampler, ZeroTexCoord + right_pos); > > > > > > float r = 0.7*left.g + 0.3*left.b; > > > float g = 1*right.g; > > > float b = 1*right.b; > > > > > > return float4(r, g, b, 1); > > > } > > > > > > > > > Sorry for my English because English isn't my native language. > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders