// Omega's 3D Stereoscopic filtering (Amber/Blue) // TODO: Need depth info! uniform samplerRECT samp0 : register(s0); void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0) { float4 c0 = texRECT(samp0, uv0).rgba; // Source Color float sep = 5; float red = c0.r; float green = c0.g; float blue = c0.b; // Left Eye (Amber) float4 c2 = texRECT(samp0, uv0 + float2(sep,0)).rgba; float amber = (c2.r + c2.g) / 2; red = max(c0.r, amber); green = max(c0.g, amber); // Right Eye (Blue) float4 c1 = texRECT(samp0, uv0 + float2(-sep,0)).rgba; blue = max(c0.b, c1.b); ocol0 = float4(red, green, blue, c0.a); }