120 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			120 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									LinearFilter,
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									Mesh,
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									NearestFilter,
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									OrthographicCamera,
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									PlaneGeometry,
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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 'three';
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								class ParallaxBarrierEffect {
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									constructor( renderer ) {
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										const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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										const _scene = new Scene();
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										const _stereo = new StereoCamera();
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										const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
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										const _renderTargetL = new WebGLRenderTarget( 512, 512, _params );
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										const _renderTargetR = new WebGLRenderTarget( 512, 512, _params );
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										const _material = new ShaderMaterial( {
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											uniforms: {
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												'mapLeft': { value: _renderTargetL.texture },
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												'mapRight': { value: _renderTargetR.texture }
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											},
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											vertexShader: [
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												'varying vec2 vUv;',
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												'void main() {',
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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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											].join( '\n' ),
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											fragmentShader: [
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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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												'void main() {',
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												'	vec2 uv = vUv;',
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												'	if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {',
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												'		gl_FragColor = texture2D( mapLeft, uv );',
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												'	} else {',
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												'		gl_FragColor = texture2D( mapRight, uv );',
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												'	}',
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												'	#include <tonemapping_fragment>',
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												'	#include <colorspace_fragment>',
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												'}'
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											].join( '\n' )
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										} );
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										const mesh = new Mesh( new PlaneGeometry( 2, 2 ), _material );
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										_scene.add( mesh );
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										this.setSize = function ( width, height ) {
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											renderer.setSize( width, height );
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											const pixelRatio = renderer.getPixelRatio();
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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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										this.render = function ( scene, camera ) {
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											if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
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											if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
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											_stereo.update( camera );
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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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											renderer.setRenderTarget( _renderTargetR );
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											renderer.clear();
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											renderer.render( scene, _stereo.cameraR );
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											renderer.setRenderTarget( null );
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											renderer.render( _scene, _camera );
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										};
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									}
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								}
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								export { ParallaxBarrierEffect };
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