最新代码
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119
public/sdk/three/jsm/effects/ParallaxBarrierEffect.js
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119
public/sdk/three/jsm/effects/ParallaxBarrierEffect.js
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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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