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import {
LinearFilter,
Mesh,
NearestFilter,
OrthographicCamera,
PlaneGeometry,
RGBAFormat,
Scene,
ShaderMaterial,
StereoCamera,
WebGLRenderTarget
} from 'three';
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 <colorspace_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 };