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TOPIC: Pop3D Stereo reprojection shader

Pop3D Stereo reprojection shader 3 months 2 days ago #1

  • Musky
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Hi ,

My first shader. A stereo reprojection shader for side by side (SBS) stereo displays.

Tips:
Make sure that this shader is the last in the list.

Change the view option to check the depth and adjust the near and far depth as required. Near objects should be dark and far objects light. If you need to reverse this set RESHADE_DEPTH_INPUT_IS_REVERSED = 1 in the pre-processor definitions.

Tearing can occur in modern games with lots of pixel shaders. In this case reduce the sharpness and optionally down sample the depth map by setting POP_SAMPLE=2 in the pre-processor definitions.

Optional Extras (enable in the pre-processor definitions):
Setting POP_CROSSHAIR=0.2 will overlay an adaptive crosshair, set the transparency as required.
Setting POP_CROSSTALK=1 provides an extra set of settings for crosstalk reduction.

Enjoy....

Version 1.0
Pop3DSBS1.0.fx

Version 1.1
Modified near projection
Added saturation in crosstalk settings.
Pop3DSBS1.1.fx
Last Edit: 2 months 1 day ago by Musky.
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The following user(s) said Thank You: WalterDasTrevas, StuDentBR

Pop3D Stereo reprojection shader 3 months 1 day ago #2

Thanks!
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Pop3D Stereo reprojection shader 3 months 1 day ago #3

Definatelly going to test it. Is that z-buffer based or geometry 3D ?
Thank you.
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Pop3D Stereo reprojection shader 3 months 20 hours ago #4

  • Musky
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Based off the depth buffer, no other way in reshade. The advantage is speed.
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Pop3D Stereo reprojection shader 2 months 4 weeks ago #5

I have to say.. its really beutiful..soft.. any way to experiment with convergence and divergence settings?. its very useful with fu-bamas perfect perspective.. gives you an idea. only that (i hope)
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Pop3D Stereo reprojection shader 2 months 4 weeks ago #6

  • Musky
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There is a perspective parameter that can be tweeked that changes the parallax, never tried perfect perspective.
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Pop3D Stereo reprojection shader 2 months 4 weeks ago #7

Musky wrote:
There is a perspective parameter that can be tweeked that changes the parallax, never tried perfect perspective.

The formula for Zero Parallax Plane Distance is.
float ZPD = 1 - Convergence_Point / DM;

Depending on your code. You may want to have this done outside the loop at the end. This will interfere with your Occlusion Code. So trying it before or after will yield different results.
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Last Edit: 2 months 4 weeks ago by BlueSkyKnight.
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Pop3D Stereo reprojection shader 2 months 2 weeks ago #8

  • Sh1nRa358
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I don't quite understand what this shader does. Can I get a screenshot or video of this in action?
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Pop3D Stereo reprojection shader 2 months 1 week ago #9

  • Musky
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It will split the game into side by side left eye/right eye stereo pairs. If you have a 3D monitor and glasses you get a 3D image.
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Pop3D Stereo reprojection shader 2 months 1 week ago #10

  • Sh1nRa358
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oh ok. i love 3d. how does it differentiate from the other one?
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Pop3D Stereo reprojection shader 2 months 1 week ago #11

  • Musky
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Different method, see what you like best.
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Pop3D Stereo reprojection shader 1 month 3 weeks ago #12

Where do I find this for download?
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Pop3D Stereo reprojection shader 1 month 4 days ago #13

  • Musky
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Click on the Pop3D link at the bottom of the first post.
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