ShaderAnaglyph¶
The TextureAnaglyph node takes two input textures, usually a stereo pair, and merges them into a anaglyph texture
The TextureAnaglyph node can be either applied as a shader to a 3d object or a ViewPort node, or used as an explicit texture renderpass to create the anaglyph texture.

Create Stereoscopic 3D for Red-Cyan Glasses
ShaderAnaglyph merges a stereo pair (left and right eye views) into a single anaglyph texture viewable with red-cyan 3D glasses. Combined with SceneCamera in stereo mode, you can create immersive 3D content for projection mapping, installations, or video output.
Reference¶
The following properties can be configured for this node:
| Property | Type | Description |
|---|---|---|
contrast |
- | contrast between left and right |
deghost |
- | deghosting value |
stereo |
- | stereo texture spread |
| Inlet | Type | Description |
|---|---|---|
| properties | properties | properties | use message [set <propertyPath> <value(s)>] (without node/<nodeName> at the beginning) to set internal properties |
| texture | texture | texture left (left eye view) |
| texture | texture | texture right (right eye view) |
| Outlet | Type | Description |
|---|---|---|
| texture | texture | anaglyph texture (combined stereo output) |
How Anaglyph Works¶
Stereo to Anaglyph Conversion
Anaglyph 3D encodes the left and right eye views into different color channels:
- Left eye: Encoded in the red channel
- Right eye: Encoded in the cyan (green + blue) channels
When viewed through red-cyan glasses, each eye sees only its corresponding image, creating the illusion of depth.
Stereo Pipeline Setup¶
Complete Stereo Rendering Workflow
To create anaglyph 3D content from a SPARCK scene:
- Create a SceneCamera and enable stereo mode
- Configure stereo parameters (
spreadandrotate) for comfortable viewing - Create a SceneCapture linked to the stereo camera
- The SceneCapture outputs two textures (left and right)
- Create a ShaderAnaglyph node
- Connect SceneCapture's left texture to ShaderAnaglyph's first inlet
- Connect SceneCapture's right texture to ShaderAnaglyph's second inlet
- Use the anaglyph output for display or further processing
Quality Settings¶
Adjusting Stereo Quality
| Property | Effect | Guidance |
|---|---|---|
| contrast | Balance between left/right images | Adjust if one eye dominates |
| deghost | Reduces color bleeding between eyes | Increase if you see "ghost" images |
| stereo | Controls texture spread/separation | Fine-tune depth perception |
Start with default values and adjust based on your viewing setup and content.
Usage Modes¶
Two Ways to Use ShaderAnaglyph
As a texture processor:
- Connect stereo textures to the inlets
- Use the output texture in other nodes or for display
As a shader on objects:
- Apply ShaderAnaglyph directly to a 3D object or ViewPort
- The shader processes textures in place during rendering
Viewing Requirements¶
3D Glasses Required
Anaglyph output requires red-cyan 3D glasses for proper stereoscopic viewing:
- Red lens over left eye
- Cyan (blue-green) lens over right eye
Without glasses, the image appears as overlapping red and cyan outlines.
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Quick Start
Get started with ShaderAnaglyph in minutes
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Complementing ShaderAnaglyph
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Tutorials
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Last updated: 2025-12-01 | Edit this page on GitHub