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67
node_modules/three-stdlib/effects/ParallaxBarrierEffect.js
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67
node_modules/three-stdlib/effects/ParallaxBarrierEffect.js
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import { OrthographicCamera, Scene, StereoCamera, WebGLRenderTarget, ShaderMaterial, Mesh, PlaneGeometry, LinearFilter, NearestFilter, RGBAFormat } from "three";
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import { version } from "../_polyfill/constants.js";
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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 <${version >= 154 ? "colorspace_fragment" : "encodings_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)
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scene.updateMatrixWorld();
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if (camera.parent === null && camera.matrixWorldAutoUpdate === true)
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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 {
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ParallaxBarrierEffect
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};
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//# sourceMappingURL=ParallaxBarrierEffect.js.map
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