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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(); | |
}; | |
}; | |