基于GLSL深度的立体着色器

This is a shader I wrote to render anaglyph in bge without using blender’s stereo function (which was broken when I wrote this). It’s fairly simple and could be modified for other types of stereo, inculding generating multiview for autostereo screens (like alioscopy). It displaces the buffer based on the depthcolor. The mouse wheel controls the scale value which shifts the zero parallax plane forward and backward.

GLSL depth based stereo shader preview image 1

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基于GLSL深度的立体着色器-魔酷网
基于GLSL深度的立体着色器
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