That's not even how anaglyph images work. If you look at that through
your colored glasses you won't see a depth effect.
You need to render the scene twice, once with a camera moved a little
to the left and rotated to the right, and once with one moved a little
to the right and rotated to the left.
The amount of rotation defines the focal point; the rotation is
important and in your current shader it is not present.
Then you combine the red-channel of the left with the blue and green
channel of the right image to the final color.

On Tue, Nov 9, 2010 at 6:27 PM, Joel R. <joelru...@gmail.com> wrote:
> You could go cheap and just add a frame around the edges to hide the ugly
> parts.
>
> On Tue, Nov 9, 2010 at 11:17 AM, AndreaZzZ <andrea_s...@mail.ru> wrote:
>
>> 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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>> > > > >
>> > > > >
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>> > > >
>> > > >
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>> > >
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