/** * @author mrdoob / http://mrdoob.com/ * @author marklundin / http://mark-lundin.com/ * @author alteredq / http://alteredqualia.com/ * @author tschw */ THREE.AnaglyphEffect = function ( renderer, width, height ) { // Matrices generated with angler.js https://github.com/tschw/angler.js/ // (in column-major element order, as accepted by WebGL) this.colorMatrixLeft = new THREE.Matrix3().fromArray( [ 1.0671679973602295, -0.0016435992438346148, 0.0001777536963345483, // r out -0.028107794001698494, -0.00019593400065787137, -0.0002875397040043026, // g out -0.04279090091586113, 0.000015809757314855233, -0.00024287120322696865 // b out ] ); // red green blue in this.colorMatrixRight = new THREE.Matrix3().fromArray( [ -0.0355340838432312, -0.06440307199954987, 0.018319187685847282, // r out -0.10269022732973099, 0.8079727292060852, -0.04835830628871918, // g out 0.0001224992738571018, -0.009558862075209618, 0.567823588848114 // b out ] ); var _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); var _scene = new THREE.Scene(); var _stereo = new THREE.StereoCamera(); var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }; if ( width === undefined ) width = 512; if ( height === undefined ) height = 512; var _renderTargetL = new THREE.WebGLRenderTarget( width, height, _params ); var _renderTargetR = new THREE.WebGLRenderTarget( width, height, _params ); var _material = new THREE.ShaderMaterial( { uniforms: { "mapLeft": { value: _renderTargetL.texture }, "mapRight": { value: _renderTargetR.texture }, "colorMatrixLeft": { value: this.colorMatrixLeft }, "colorMatrixRight": { value: this.colorMatrixRight } }, vertexShader: [ "varying vec2 vUv;", "void main() {", " vUv = vec2( uv.x, uv.y );", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform sampler2D mapLeft;", "uniform sampler2D mapRight;", "varying vec2 vUv;", "uniform mat3 colorMatrixLeft;", "uniform mat3 colorMatrixRight;", // These functions implement sRGB linearization and gamma correction "float lin( float c ) {", " return c <= 0.04045 ? c * 0.0773993808 :", " pow( c * 0.9478672986 + 0.0521327014, 2.4 );", "}", "vec4 lin( vec4 c ) {", " return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );", "}", "float dev( float c ) {", " return c <= 0.0031308 ? c * 12.92", " : pow( c, 0.41666 ) * 1.055 - 0.055;", "}", "void main() {", " vec2 uv = vUv;", " vec4 colorL = lin( texture2D( mapLeft, uv ) );", " vec4 colorR = lin( texture2D( mapRight, uv ) );", " vec3 color = clamp(", " colorMatrixLeft * colorL.rgb +", " colorMatrixRight * colorR.rgb, 0., 1. );", " gl_FragColor = vec4(", " dev( color.r ), dev( color.g ), dev( color.b ),", " max( colorL.a, colorR.a ) );", "}" ].join( "\n" ) } ); var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), _material ); _scene.add( mesh ); this.setSize = function ( width, height ) { renderer.setSize( width, height ); var pixelRatio = renderer.getPixelRatio(); _renderTargetL.setSize( width * pixelRatio, height * pixelRatio ); _renderTargetR.setSize( width * pixelRatio, height * pixelRatio ); }; this.render = function ( scene, camera ) { scene.updateMatrixWorld(); if ( camera.parent === null ) camera.updateMatrixWorld(); _stereo.update( camera ); renderer.render( scene, _stereo.cameraL, _renderTargetL, true ); renderer.render( scene, _stereo.cameraR, _renderTargetR, true ); renderer.render( _scene, _camera ); }; this.dispose = function() { if ( _renderTargetL ) _renderTargetL.dispose(); if ( _renderTargetR ) _renderTargetR.dispose(); }; };