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.
> >> > > > > _______________________________________________
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>
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