Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /effects /ParallaxBarrierEffect.js
| import { OrthographicCamera, Scene, StereoCamera, WebGLRenderTarget, ShaderMaterial, Mesh, PlaneGeometry, LinearFilter, NearestFilter, RGBAFormat } from "three"; | |
| import { version } from "../_polyfill/constants.js"; | |
| class ParallaxBarrierEffect { | |
| constructor(renderer) { | |
| const _camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1); | |
| const _scene = new Scene(); | |
| const _stereo = new StereoCamera(); | |
| const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat }; | |
| const _renderTargetL = new WebGLRenderTarget(512, 512, _params); | |
| const _renderTargetR = new WebGLRenderTarget(512, 512, _params); | |
| const _material = new ShaderMaterial({ | |
| uniforms: { | |
| mapLeft: { value: _renderTargetL.texture }, | |
| mapRight: { value: _renderTargetR.texture } | |
| }, | |
| vertexShader: [ | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| " vUv = vec2( uv.x, uv.y );", | |
| " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
| "}" | |
| ].join("\n"), | |
| fragmentShader: [ | |
| "uniform sampler2D mapLeft;", | |
| "uniform sampler2D mapRight;", | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| " vec2 uv = vUv;", | |
| " if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {", | |
| " gl_FragColor = texture2D( mapLeft, uv );", | |
| " } else {", | |
| " gl_FragColor = texture2D( mapRight, uv );", | |
| " }", | |
| " #include <tonemapping_fragment>", | |
| ` #include <${version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>`, | |
| "}" | |
| ].join("\n") | |
| }); | |
| const mesh = new Mesh(new PlaneGeometry(2, 2), _material); | |
| _scene.add(mesh); | |
| this.setSize = function(width, height) { | |
| renderer.setSize(width, height); | |
| const pixelRatio = renderer.getPixelRatio(); | |
| _renderTargetL.setSize(width * pixelRatio, height * pixelRatio); | |
| _renderTargetR.setSize(width * pixelRatio, height * pixelRatio); | |
| }; | |
| this.render = function(scene, camera) { | |
| if (scene.matrixWorldAutoUpdate === true) | |
| scene.updateMatrixWorld(); | |
| if (camera.parent === null && camera.matrixWorldAutoUpdate === true) | |
| camera.updateMatrixWorld(); | |
| _stereo.update(camera); | |
| renderer.setRenderTarget(_renderTargetL); | |
| renderer.clear(); | |
| renderer.render(scene, _stereo.cameraL); | |
| renderer.setRenderTarget(_renderTargetR); | |
| renderer.clear(); | |
| renderer.render(scene, _stereo.cameraR); | |
| renderer.setRenderTarget(null); | |
| renderer.render(_scene, _camera); | |
| }; | |
| } | |
| } | |
| export { | |
| ParallaxBarrierEffect | |
| }; | |
| //# sourceMappingURL=ParallaxBarrierEffect.js.map | |
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