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.PlaneGeometry( 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(); }; };