import { LinearFilter, Matrix3, Mesh, NearestFilter, OrthographicCamera, PlaneGeometry, RGBAFormat, Scene, ShaderMaterial, StereoCamera, WebGLRenderTarget } from 'three'; class AnaglyphEffect { constructor( renderer, width = 512, height = 512 ) { // Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4 this.colorMatrixLeft = new Matrix3().fromArray( [ 0.456100, - 0.0400822, - 0.0152161, 0.500484, - 0.0378246, - 0.0205971, 0.176381, - 0.0157589, - 0.00546856 ] ); this.colorMatrixRight = new Matrix3().fromArray( [ - 0.0434706, 0.378476, - 0.0721527, - 0.0879388, 0.73364, - 0.112961, - 0.00155529, - 0.0184503, 1.2264 ] ); const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); const _scene = new Scene(); const _stereo = new StereoCamera(); const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat }; const _renderTargetL = new WebGLRenderTarget( width, height, _params ); const _renderTargetR = new WebGLRenderTarget( width, height, _params ); const _material = new 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' ) } ); const _mesh = new Mesh( new PlaneGeometry( 2, 2 ), _material ); _scene.add( _mesh ); this.setSize = function ( width, height ) { renderer.setSize( width, height ); const pixelRatio = renderer.getPixelRatio(); _renderTargetL.setSize( width * pixelRatio, height * pixelRatio ); _renderTargetR.setSize( width * pixelRatio, height * pixelRatio ); }; this.render = function ( scene, camera ) { const currentRenderTarget = renderer.getRenderTarget(); scene.updateMatrixWorld(); if ( camera.parent === null ) camera.updateMatrixWorld(); _stereo.update( camera ); renderer.setRenderTarget( _renderTargetL ); renderer.clear(); renderer.render( scene, _stereo.cameraL ); renderer.setRenderTarget( _renderTargetR ); renderer.clear(); renderer.render( scene, _stereo.cameraR ); renderer.setRenderTarget( null ); renderer.render( _scene, _camera ); renderer.setRenderTarget( currentRenderTarget ); }; this.dispose = function () { if ( _renderTargetL ) _renderTargetL.dispose(); if ( _renderTargetR ) _renderTargetR.dispose(); if ( _mesh ) _mesh.geometry.dispose(); if ( _material ) _material.dispose(); }; } } export { AnaglyphEffect };