Coding will solve this problem...

2010/11/9 Joel R. <joelru...@gmail.com>

> 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.
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