added anaglyph view
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432cc7dd4d
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@ -43,24 +43,31 @@
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</div>
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<div id="options" style="display: none;" class="box">
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<h3>Options</h3>
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<select id="options-skin"></select>
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<select id="view-as" style="display: none;">
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<option value="player-a">View as player A</option>
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<option value="player-b">View as player B</option>
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</select>
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<br/><br/>
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<label id="options-notation" for="options-notation-input">
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<input id="options-notation-input" type="checkbox"/> Notation<br/>
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</label>
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<label id="options-moves" for="options-moves-input">
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<input id="options-moves-input" type="checkbox"/> Show possible moves<br/>
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</label>
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<label id="options-autocomplete" for="options-autocomplete-input">
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<input id="options-autocomplete-input" type="checkbox"/> Auto-complete moves<br/>
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</label>
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<label id="options-sounds" for="options-sounds-input">
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<input id="options-sounds-input" type="checkbox"/> Sounds<br/>
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<div id="view-options">
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<select id="options-skin"></select>
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<select id="view-as" style="display: none;">
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<option value="player-a">View as player A</option>
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<option value="player-b">View as player B</option>
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</select>
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<br/><br/>
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<label id="options-notation" for="options-notation-input">
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<input id="options-notation-input" type="checkbox"/> Notation<br/>
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</label>
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<label id="options-moves" for="options-moves-input">
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<input id="options-moves-input" type="checkbox"/> Show possible moves<br/>
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</label>
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<label id="options-autocomplete" for="options-autocomplete-input">
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<input id="options-autocomplete-input" type="checkbox"/> Auto-complete moves<br/>
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</label>
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<label id="options-sounds" for="options-sounds-input">
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<input id="options-sounds-input" type="checkbox"/> Sounds<br/>
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</label>
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</div>
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<br/>
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<label id="anaglyph" for="anaglyph-input">
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<input id="anaglyph-input" type="checkbox"/> Anaglyph view<br/>
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</label>
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</div>
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<div id="links">
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<a href="https://github.com/mi-g/jocly">Jocly on Github</a> -
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@ -132,7 +132,7 @@ $(document).ready(function () {
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if(options.autocomplete!==undefined)
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$("#options-autocomplete").show().children("input").prop("checked",options.autocomplete);
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$("#options").on("change",function() {
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$("#view-options").on("change",function() {
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var opts={};
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if($("#options-skin").is(":visible"))
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opts.skin=$("#options-skin").val();
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@ -151,6 +151,13 @@ $(document).ready(function () {
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})
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});
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$("#anaglyph-input").on("change",function() {
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if($(this).is(":checked"))
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match.viewControl("enterAnaglyph");
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else
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match.viewControl("exitAnaglyph");
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});
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// the match need to be attached to a DOM element for displaying the board
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match.attachElement(area)
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.then( () => {
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@ -286,6 +286,7 @@ gulp.task("build-browser-xdview",function() {
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lib+"threex.domevent.js",
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lib+"threex.domevent.object3d.js",
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lib+"StereoEffect.js",
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lib+"AnaglyphEffect.js",
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srcLib+"VRGamepad.js",
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lib+"VRControls.js",
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lib+"VREffect.js",
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@ -2495,6 +2495,7 @@ if(window.JoclyXdViewCleanup)
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threeCtx.camera.updateProjectionMatrix();
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} else {
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threeCtx.renderer.setSize(this.mGeometry.width,this.mGeometry.height);
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threeCtx.anaglyphEffect.setSize(this.mGeometry.width,this.mGeometry.height);
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threeCtx.camera.aspect=this.mGeometry.width/this.mGeometry.height;
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threeCtx.camera.updateProjectionMatrix();
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}
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@ -2726,6 +2727,25 @@ if(window.JoclyXdViewCleanup)
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options = options || {};
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var promise = new Promise( function(resolve, reject) {
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switch(cmd) {
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case "enterAnaglyph":
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if(threeCtx) {
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threeCtx.anaglyph = true;
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var factor = 2.5;
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threeCtx.scene.scale.set(1/factor,1/factor,1/factor);
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threeCtx.camera.scale.set(factor,factor,factor);
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threeCtx.animControl.trigger();
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};
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resolve();
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break;
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case "exitAnaglyph":
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if(threeCtx) {
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threeCtx.anaglyph = false;
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threeCtx.scene.scale.set(1,1,1);
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threeCtx.camera.scale.set(1,1,1);
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threeCtx.animControl.trigger();
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};
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resolve();
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break;
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default:
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reject(new Error("ViewControl: unsupported command "+cmd));
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}
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@ -3045,6 +3065,9 @@ if(window.JoclyXdViewCleanup)
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var stereoEffect = new THREE.StereoEffect(renderer);
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stereoEffect.setSize( area.width(), area.height() );
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var anaglyphEffect = new THREE.AnaglyphEffect( renderer );
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anaglyphEffect.setSize( area.width(), area.height() );
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var gamepads = new VRGamepads({
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camera: camera,
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scene: scene,
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@ -3204,7 +3227,9 @@ if(window.JoclyXdViewCleanup)
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if(stereo) {
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gamepads.update();
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stereoEffect.render( scene, camera );
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} else
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} else if(ctx.anaglyph)
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anaglyphEffect.render(scene,camera);
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else
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renderer.render( scene, camera );
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}
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if(showStats) {
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@ -3279,6 +3304,8 @@ if(window.JoclyXdViewCleanup)
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body: body,
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harbor: harbor,
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defaultHarborQuaternion: harbor.quaternion.clone(),
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anaglyphEffect: anaglyphEffect,
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anaglyph: false
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};
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function VRGetIntersect(position,direction,callback) {
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152
third-party/AnaglyphEffect.js
vendored
Normal file
152
third-party/AnaglyphEffect.js
vendored
Normal file
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@ -0,0 +1,152 @@
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/**
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* @author mrdoob / http://mrdoob.com/
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* @author marklundin / http://mark-lundin.com/
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* @author alteredq / http://alteredqualia.com/
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* @author tschw
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*/
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THREE.AnaglyphEffect = function ( renderer, width, height ) {
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// Matrices generated with angler.js https://github.com/tschw/angler.js/
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// (in column-major element order, as accepted by WebGL)
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this.colorMatrixLeft = new THREE.Matrix3().fromArray( [
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1.0671679973602295, -0.0016435992438346148, 0.0001777536963345483, // r out
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-0.028107794001698494, -0.00019593400065787137, -0.0002875397040043026, // g out
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-0.04279090091586113, 0.000015809757314855233, -0.00024287120322696865 // b out
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] );
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// red green blue in
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this.colorMatrixRight = new THREE.Matrix3().fromArray( [
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-0.0355340838432312, -0.06440307199954987, 0.018319187685847282, // r out
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-0.10269022732973099, 0.8079727292060852, -0.04835830628871918, // g out
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0.0001224992738571018, -0.009558862075209618, 0.567823588848114 // b out
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] );
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var _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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var _scene = new THREE.Scene();
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var _stereo = new THREE.StereoCamera();
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var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
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if ( width === undefined ) width = 512;
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if ( height === undefined ) height = 512;
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var _renderTargetL = new THREE.WebGLRenderTarget( width, height, _params );
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var _renderTargetR = new THREE.WebGLRenderTarget( width, height, _params );
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var _material = new THREE.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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"colorMatrixLeft": { value: this.colorMatrixLeft },
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"colorMatrixRight": { value: this.colorMatrixRight }
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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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"uniform mat3 colorMatrixLeft;",
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"uniform mat3 colorMatrixRight;",
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// These functions implement sRGB linearization and gamma correction
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"float lin( float c ) {",
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" return c <= 0.04045 ? c * 0.0773993808 :",
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" pow( c * 0.9478672986 + 0.0521327014, 2.4 );",
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"}",
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"vec4 lin( vec4 c ) {",
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" return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );",
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"}",
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"float dev( float c ) {",
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" return c <= 0.0031308 ? c * 12.92",
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" : pow( c, 0.41666 ) * 1.055 - 0.055;",
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"}",
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"void main() {",
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" vec2 uv = vUv;",
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" vec4 colorL = lin( texture2D( mapLeft, uv ) );",
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" vec4 colorR = lin( texture2D( mapRight, uv ) );",
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" vec3 color = clamp(",
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" colorMatrixLeft * colorL.rgb +",
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" colorMatrixRight * colorR.rgb, 0., 1. );",
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" gl_FragColor = vec4(",
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" dev( color.r ), dev( color.g ), dev( color.b ),",
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" max( colorL.a, colorR.a ) );",
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"}"
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].join( "\n" )
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} );
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var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 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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var 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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scene.updateMatrixWorld();
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if ( camera.parent === null ) camera.updateMatrixWorld();
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_stereo.update( camera );
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renderer.render( scene, _stereo.cameraL, _renderTargetL, true );
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renderer.render( scene, _stereo.cameraR, _renderTargetR, true );
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renderer.render( _scene, _camera );
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};
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this.dispose = function() {
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if ( _renderTargetL ) _renderTargetL.dispose();
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if ( _renderTargetR ) _renderTargetR.dispose();
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};
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};
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