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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();
};
};
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