AnaglyphEffect.js 4.0 KB

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  1. THREE.AnaglyphEffect = function ( renderer, width, height ) {
  2. // Matrices generated with angler.js https://github.com/tschw/angler.js/
  3. // (in column-major element order, as accepted by WebGL)
  4. this.colorMatrixLeft = new THREE.Matrix3().fromArray( [
  5. 1.0671679973602295, - 0.0016435992438346148, 0.0001777536963345483, // r out
  6. - 0.028107794001698494, - 0.00019593400065787137, - 0.0002875397040043026, // g out
  7. - 0.04279090091586113, 0.000015809757314855233, - 0.00024287120322696865 // b out
  8. ] );
  9. // red green blue in
  10. this.colorMatrixRight = new THREE.Matrix3().fromArray( [
  11. - 0.0355340838432312, - 0.06440307199954987, 0.018319187685847282, // r out
  12. - 0.10269022732973099, 0.8079727292060852, - 0.04835830628871918, // g out
  13. 0.0001224992738571018, - 0.009558862075209618, 0.567823588848114 // b out
  14. ] );
  15. var _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  16. var _scene = new THREE.Scene();
  17. var _stereo = new THREE.StereoCamera();
  18. var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
  19. if ( width === undefined ) width = 512;
  20. if ( height === undefined ) height = 512;
  21. var _renderTargetL = new THREE.WebGLRenderTarget( width, height, _params );
  22. var _renderTargetR = new THREE.WebGLRenderTarget( width, height, _params );
  23. var _material = new THREE.ShaderMaterial( {
  24. uniforms: {
  25. "mapLeft": { value: _renderTargetL.texture },
  26. "mapRight": { value: _renderTargetR.texture },
  27. "colorMatrixLeft": { value: this.colorMatrixLeft },
  28. "colorMatrixRight": { value: this.colorMatrixRight }
  29. },
  30. vertexShader: [
  31. "varying vec2 vUv;",
  32. "void main() {",
  33. " vUv = vec2( uv.x, uv.y );",
  34. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  35. "}"
  36. ].join( "\n" ),
  37. fragmentShader: [
  38. "uniform sampler2D mapLeft;",
  39. "uniform sampler2D mapRight;",
  40. "varying vec2 vUv;",
  41. "uniform mat3 colorMatrixLeft;",
  42. "uniform mat3 colorMatrixRight;",
  43. // These functions implement sRGB linearization and gamma correction
  44. "float lin( float c ) {",
  45. " return c <= 0.04045 ? c * 0.0773993808 :",
  46. " pow( c * 0.9478672986 + 0.0521327014, 2.4 );",
  47. "}",
  48. "vec4 lin( vec4 c ) {",
  49. " return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );",
  50. "}",
  51. "float dev( float c ) {",
  52. " return c <= 0.0031308 ? c * 12.92",
  53. " : pow( c, 0.41666 ) * 1.055 - 0.055;",
  54. "}",
  55. "void main() {",
  56. " vec2 uv = vUv;",
  57. " vec4 colorL = lin( texture2D( mapLeft, uv ) );",
  58. " vec4 colorR = lin( texture2D( mapRight, uv ) );",
  59. " vec3 color = clamp(",
  60. " colorMatrixLeft * colorL.rgb +",
  61. " colorMatrixRight * colorR.rgb, 0., 1. );",
  62. " gl_FragColor = vec4(",
  63. " dev( color.r ), dev( color.g ), dev( color.b ),",
  64. " max( colorL.a, colorR.a ) );",
  65. "}"
  66. ].join( "\n" )
  67. } );
  68. var _mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), _material );
  69. _scene.add( _mesh );
  70. this.setSize = function ( width, height ) {
  71. renderer.setSize( width, height );
  72. var pixelRatio = renderer.getPixelRatio();
  73. _renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
  74. _renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
  75. };
  76. this.render = function ( scene, camera ) {
  77. var currentRenderTarget = renderer.getRenderTarget();
  78. scene.updateMatrixWorld();
  79. if ( camera.parent === null ) camera.updateMatrixWorld();
  80. _stereo.update( camera );
  81. renderer.setRenderTarget( _renderTargetL );
  82. renderer.clear();
  83. renderer.render( scene, _stereo.cameraL );
  84. renderer.setRenderTarget( _renderTargetR );
  85. renderer.clear();
  86. renderer.render( scene, _stereo.cameraR );
  87. renderer.setRenderTarget( null );
  88. renderer.render( _scene, _camera );
  89. renderer.setRenderTarget( currentRenderTarget );
  90. };
  91. this.dispose = function () {
  92. if ( _renderTargetL ) _renderTargetL.dispose();
  93. if ( _renderTargetR ) _renderTargetR.dispose();
  94. if ( _mesh ) _mesh.geometry.dispose();
  95. if ( _material ) _material.dispose();
  96. };
  97. };