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| /** | |
| * @author mrdoob / http://mrdoob.com/ | |
| * @author marklundin / http://mark-lundin.com/ | |
| * @author alteredq / http://alteredqualia.com/ | |
| * @author tschw | |
| */ | |
| THREE.AnaglyphEffect = function ( renderer, width, height ) { | |
| // Matrices generated with angler.js https://github.com/tschw/angler.js/ | |
| // (in column-major element order, as accepted by WebGL) | |
| this.colorMatrixLeft = new THREE.Matrix3().fromArray( [ | |
| 1.0671679973602295, -0.0016435992438346148, 0.0001777536963345483, // r out | |
| -0.028107794001698494, -0.00019593400065787137, -0.0002875397040043026, // g out | |
| -0.04279090091586113, 0.000015809757314855233, -0.00024287120322696865 // b out | |
| ] ); | |
| // red green blue in | |
| this.colorMatrixRight = new THREE.Matrix3().fromArray( [ | |
| -0.0355340838432312, -0.06440307199954987, 0.018319187685847282, // r out | |
| -0.10269022732973099, 0.8079727292060852, -0.04835830628871918, // g out | |
| 0.0001224992738571018, -0.009558862075209618, 0.567823588848114 // b out | |
| ] ); | |
| var _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); | |
| var _scene = new THREE.Scene(); | |
| var _stereo = new THREE.StereoCamera(); | |
| var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }; | |
| if ( width === undefined ) width = 512; | |
| if ( height === undefined ) height = 512; | |
| var _renderTargetL = new THREE.WebGLRenderTarget( width, height, _params ); | |
| var _renderTargetR = new THREE.WebGLRenderTarget( width, height, _params ); | |
| var _material = new THREE.ShaderMaterial( { | |
| uniforms: { | |
| "mapLeft": { value: _renderTargetL.texture }, | |
| "mapRight": { value: _renderTargetR.texture }, | |
| "colorMatrixLeft": { value: this.colorMatrixLeft }, | |
| "colorMatrixRight": { value: this.colorMatrixRight } | |
| }, | |
| 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;", | |
| "uniform mat3 colorMatrixLeft;", | |
| "uniform mat3 colorMatrixRight;", | |
| // These functions implement sRGB linearization and gamma correction | |
| "float lin( float c ) {", | |
| " return c <= 0.04045 ? c * 0.0773993808 :", | |
| " pow( c * 0.9478672986 + 0.0521327014, 2.4 );", | |
| "}", | |
| "vec4 lin( vec4 c ) {", | |
| " return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );", | |
| "}", | |
| "float dev( float c ) {", | |
| " return c <= 0.0031308 ? c * 12.92", | |
| " : pow( c, 0.41666 ) * 1.055 - 0.055;", | |
| "}", | |
| "void main() {", | |
| " vec2 uv = vUv;", | |
| " vec4 colorL = lin( texture2D( mapLeft, uv ) );", | |
| " vec4 colorR = lin( texture2D( mapRight, uv ) );", | |
| " vec3 color = clamp(", | |
| " colorMatrixLeft * colorL.rgb +", | |
| " colorMatrixRight * colorR.rgb, 0., 1. );", | |
| " gl_FragColor = vec4(", | |
| " dev( color.r ), dev( color.g ), dev( color.b ),", | |
| " max( colorL.a, colorR.a ) );", | |
| "}" | |
| ].join( "\n" ) | |
| } ); | |
| var _mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), _material ); | |
| _scene.add( _mesh ); | |
| this.setSize = function ( width, height ) { | |
| renderer.setSize( width, height ); | |
| var pixelRatio = renderer.getPixelRatio(); | |
| _renderTargetL.setSize( width * pixelRatio, height * pixelRatio ); | |
| _renderTargetR.setSize( width * pixelRatio, height * pixelRatio ); | |
| }; | |
| this.render = function ( scene, camera ) { | |
| var currentRenderTarget = renderer.getRenderTarget(); | |
| scene.updateMatrixWorld(); | |
| if ( camera.parent === null ) 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 ); | |
| renderer.setRenderTarget( currentRenderTarget ); | |
| }; | |
| this.dispose = function () { | |
| if ( _renderTargetL ) _renderTargetL.dispose(); | |
| if ( _renderTargetR ) _renderTargetR.dispose(); | |
| if ( _mesh ) _mesh.geometry.dispose(); | |
| if ( _material ) _material.dispose(); | |
| }; | |
| }; | |