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+/**
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+ * @author mrdoob / http://mrdoob.com/
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+ * @author marklundin / http://mark-lundin.com/
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+ * @author alteredq / http://alteredqualia.com/
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+ * @author tschw
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+ */
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+
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+import {
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+ LinearFilter,
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+ Matrix3,
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+ Mesh,
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+ NearestFilter,
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+ OrthographicCamera,
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+ PlaneBufferGeometry,
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+ RGBAFormat,
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+ Scene,
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+ ShaderMaterial,
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+ StereoCamera,
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+ WebGLRenderTarget
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+} from "../../../build/three.module.js";
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+
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+var AnaglyphEffect = function ( renderer, width, height ) {
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+
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+ // Matrices generated with angler.js https://github.com/tschw/angler.js/
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+ // (in column-major element order, as accepted by WebGL)
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+
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+ this.colorMatrixLeft = new Matrix3().fromArray( [
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+
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+ 1.0671679973602295, - 0.0016435992438346148, 0.0001777536963345483, // r out
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+ - 0.028107794001698494, - 0.00019593400065787137, - 0.0002875397040043026, // g out
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+ - 0.04279090091586113, 0.000015809757314855233, - 0.00024287120322696865 // b out
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+
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+ ] );
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+
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+ // red green blue in
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+
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+ this.colorMatrixRight = new Matrix3().fromArray( [
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+
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+ - 0.0355340838432312, - 0.06440307199954987, 0.018319187685847282, // r out
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+ - 0.10269022732973099, 0.8079727292060852, - 0.04835830628871918, // g out
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+ 0.0001224992738571018, - 0.009558862075209618, 0.567823588848114 // b out
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+
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+ ] );
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+
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+ var _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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+
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+ var _scene = new Scene();
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+
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+ var _stereo = new StereoCamera();
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+
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+ var _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
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+
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+ if ( width === undefined ) width = 512;
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+ if ( height === undefined ) height = 512;
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+
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+ var _renderTargetL = new WebGLRenderTarget( width, height, _params );
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+ var _renderTargetR = new WebGLRenderTarget( width, height, _params );
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+
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+ var _material = new ShaderMaterial( {
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+
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+ uniforms: {
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+
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+ "mapLeft": { value: _renderTargetL.texture },
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+ "mapRight": { value: _renderTargetR.texture },
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+
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+ "colorMatrixLeft": { value: this.colorMatrixLeft },
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+ "colorMatrixRight": { value: this.colorMatrixRight }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ " vUv = vec2( uv.x, uv.y );",
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+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+
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+ ].join( "\n" ),
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+
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+ fragmentShader: [
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+
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+ "uniform sampler2D mapLeft;",
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+ "uniform sampler2D mapRight;",
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+ "varying vec2 vUv;",
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+
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+ "uniform mat3 colorMatrixLeft;",
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+ "uniform mat3 colorMatrixRight;",
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+
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+ // These functions implement sRGB linearization and gamma correction
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+
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+ "float lin( float c ) {",
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+ " return c <= 0.04045 ? c * 0.0773993808 :",
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+ " pow( c * 0.9478672986 + 0.0521327014, 2.4 );",
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+ "}",
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+
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+ "vec4 lin( vec4 c ) {",
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+ " return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );",
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+ "}",
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+
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+ "float dev( float c ) {",
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+ " return c <= 0.0031308 ? c * 12.92",
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+ " : pow( c, 0.41666 ) * 1.055 - 0.055;",
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+ "}",
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+
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+
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+ "void main() {",
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+
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+ " vec2 uv = vUv;",
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+
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+ " vec4 colorL = lin( texture2D( mapLeft, uv ) );",
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+ " vec4 colorR = lin( texture2D( mapRight, uv ) );",
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+
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+ " vec3 color = clamp(",
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+ " colorMatrixLeft * colorL.rgb +",
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+ " colorMatrixRight * colorR.rgb, 0., 1. );",
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+
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+ " gl_FragColor = vec4(",
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+ " dev( color.r ), dev( color.g ), dev( color.b ),",
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+ " max( colorL.a, colorR.a ) );",
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+
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+ "}"
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+
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+ ].join( "\n" )
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+
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+ } );
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+
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+ var _mesh = new Mesh( new PlaneBufferGeometry( 2, 2 ), _material );
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+ _scene.add( _mesh );
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+
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+ this.setSize = function ( width, height ) {
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+
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+ renderer.setSize( width, height );
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+
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+ var pixelRatio = renderer.getPixelRatio();
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+
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+ _renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
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+ _renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
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+
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+ };
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+
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+ this.render = function ( scene, camera ) {
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+
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+ var currentRenderTarget = renderer.getRenderTarget();
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+
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+ scene.updateMatrixWorld();
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+
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+ if ( camera.parent === null ) camera.updateMatrixWorld();
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+
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+ _stereo.update( camera );
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+
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+ renderer.setRenderTarget( _renderTargetL );
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+ renderer.clear();
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+ renderer.render( scene, _stereo.cameraL );
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+
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+ renderer.setRenderTarget( _renderTargetR );
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+ renderer.clear();
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+ renderer.render( scene, _stereo.cameraR );
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+
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+ renderer.setRenderTarget( null );
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+ renderer.render( _scene, _camera );
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+
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+ renderer.setRenderTarget( currentRenderTarget );
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+
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+ };
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+
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+ this.dispose = function () {
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+
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+ if ( _renderTargetL ) _renderTargetL.dispose();
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+ if ( _renderTargetR ) _renderTargetR.dispose();
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+ if ( _mesh ) _mesh.geometry.dispose();
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+ if ( _material ) _material.dispose();
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+
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+ };
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+
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+};
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+
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+export { AnaglyphEffect };
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