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( function () {
class AnaglyphEffect {
constructor( renderer, width = 512, height = 512 ) {
// Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
this.colorMatrixLeft = new THREE.Matrix3().fromArray( [ 0.456100, - 0.0400822, - 0.0152161, 0.500484, - 0.0378246, - 0.0205971, 0.176381, - 0.0157589, - 0.00546856 ] );
this.colorMatrixRight = new THREE.Matrix3().fromArray( [ - 0.0434706, 0.378476, - 0.0721527, - 0.0879388, 0.73364, - 0.112961, - 0.00155529, - 0.0184503, 1.2264 ] );
const _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
const _scene = new THREE.Scene();
const _stereo = new THREE.StereoCamera();
const _params = {
minFilter: THREE.LinearFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat
};
const _renderTargetL = new THREE.WebGLRenderTarget( width, height, _params );
const _renderTargetR = new THREE.WebGLRenderTarget( width, height, _params );
const _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' )
} );
const _mesh = new THREE.Mesh( new THREE.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 ) {
const currentRenderTarget = renderer.getRenderTarget();
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 );
renderer.setRenderTarget( currentRenderTarget );
};
this.dispose = function () {
_renderTargetL.dispose();
_renderTargetR.dispose();
_mesh.geometry.dispose();
_mesh.material.dispose();
};
}
}
THREE.AnaglyphEffect = AnaglyphEffect;
} )();