codder
Hello,
Does Urho3D supports 3D anaglyph (red/cyan) out of the box? And if no, any tips to implement it?
Hello,
Does Urho3D supports 3D anaglyph (red/cyan) out of the box? And if no, any tips to implement it?
It’s not supported out of the box, but it shouldn’t be difficult to implement. We’d need to find a shader for it, then it could be implemented as a Post Process effect.
I have the shader but I miss the rest…
#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#ifdef COMPILEPS
uniform sampler2D sLeftEye;
uniform sampler2D sRightEye;
#endif
varying vec2 vScreenPos;
void VS()
{
mat4 modelMatrix = iModelMatrix;
vec3 worldPos = GetWorldPos(modelMatrix);
gl_Position = GetClipPos(worldPos);
vScreenPos = GetScreenPosPreDiv(gl_Position);
}
void PS()
{
vec3 leftRGB = texture2D(sLeftEye, vScreenPos).rgb;
vec3 rightRGB = texture2D(sRightEye, vScreenPos).rgb;
leftRGB = vec3(1.0, leftRGB.g, leftRGB.b);
rightRGB = vec3(rightRGB.r, 1.0, 1.0);
gl_FragColor = vec4(leftRGB * rightRGB, 1.0);
}
U need 2 viewports, render it to textures and sent to shader. See example github.com/MonkeyFirst/Urho3DPo … ssFXPortal
Great!! Thanks!