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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