ParallaxBarrierEffect.js 2.5 KB

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  1. import {
  2. LinearFilter,
  3. NearestFilter,
  4. RGBAFormat,
  5. ShaderMaterial,
  6. StereoCamera,
  7. WebGLRenderTarget
  8. } from 'three';
  9. import { FullScreenQuad } from '../postprocessing/Pass.js';
  10. class ParallaxBarrierEffect {
  11. constructor( renderer ) {
  12. const _stereo = new StereoCamera();
  13. const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
  14. const _renderTargetL = new WebGLRenderTarget( 512, 512, _params );
  15. const _renderTargetR = new WebGLRenderTarget( 512, 512, _params );
  16. const _material = new ShaderMaterial( {
  17. uniforms: {
  18. 'mapLeft': { value: _renderTargetL.texture },
  19. 'mapRight': { value: _renderTargetR.texture }
  20. },
  21. vertexShader: [
  22. 'varying vec2 vUv;',
  23. 'void main() {',
  24. ' vUv = vec2( uv.x, uv.y );',
  25. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  26. '}'
  27. ].join( '\n' ),
  28. fragmentShader: [
  29. 'uniform sampler2D mapLeft;',
  30. 'uniform sampler2D mapRight;',
  31. 'varying vec2 vUv;',
  32. 'void main() {',
  33. ' vec2 uv = vUv;',
  34. ' if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {',
  35. ' gl_FragColor = texture2D( mapLeft, uv );',
  36. ' } else {',
  37. ' gl_FragColor = texture2D( mapRight, uv );',
  38. ' }',
  39. ' #include <tonemapping_fragment>',
  40. ' #include <colorspace_fragment>',
  41. '}'
  42. ].join( '\n' )
  43. } );
  44. const _quad = new FullScreenQuad( _material );
  45. this.setSize = function ( width, height ) {
  46. renderer.setSize( width, height );
  47. const pixelRatio = renderer.getPixelRatio();
  48. _renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
  49. _renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
  50. };
  51. this.render = function ( scene, camera ) {
  52. const currentRenderTarget = renderer.getRenderTarget();
  53. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  54. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  55. _stereo.update( camera );
  56. renderer.setRenderTarget( _renderTargetL );
  57. renderer.clear();
  58. renderer.render( scene, _stereo.cameraL );
  59. renderer.setRenderTarget( _renderTargetR );
  60. renderer.clear();
  61. renderer.render( scene, _stereo.cameraR );
  62. renderer.setRenderTarget( null );
  63. _quad.render( renderer );
  64. renderer.setRenderTarget( currentRenderTarget );
  65. };
  66. this.dispose = function () {
  67. _renderTargetL.dispose();
  68. _renderTargetR.dispose();
  69. _material.dispose();
  70. _quad.dispose();
  71. };
  72. }
  73. }
  74. export { ParallaxBarrierEffect };
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