but this was actually a double post (although i only clicked the send button once...). The answer was solved already, all i needed was SV_Position to get the position of the current pixel. i didn't realize SV_Position could be used in the pixel shader (I mean, i knew that, but for some reason i had spaced it out... I'm really not very good with hlsl). Just knowing you can use SV_Position to get the position of the current pixel was all i really wanted to know though, but thanks for an in depth answer. My pixel shader ended up like this:
float4 _3D_PS(VS_OUTPUT input) : SV_TARGET
{
float4 LeftEye = LeftEyeTexture.Sample( TexSamplerState, input.TexCoord );
float4 RightEye = RightEyeTexture.Sample( TexSamplerState, input.TexCoord );
int tempIntX = input.Pos.x % 2;
int tempIntY = input.Pos.y % 2;
if(tempIntX == 0)
{
if(tempIntY != 0)
{
return LeftEye;
}
}
return RightEye;
}