DBViewer users say it works ( http://www.dvbviewer.tv/forum/topic/40858-3d-anaglyph-shader/)
2010/11/9 Alexander Hirsch <1ze...@googlemail.com> > 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. > >> > > > > _______________________________________________ > >> > > > > 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 > >> > > >> > > >> _______________________________________________ > >> 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