import { LinearFilter, Mesh, NearestFilter, OrthographicCamera, PlaneGeometry, RGBAFormat, Scene, ShaderMaterial, StereoCamera, WebGLRenderTarget } from 'three'; class ParallaxBarrierEffect { constructor( renderer ) { 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( 512, 512, _params ); const _renderTargetR = new WebGLRenderTarget( 512, 512, _params ); const _material = new ShaderMaterial( { uniforms: { 'mapLeft': { value: _renderTargetL.texture }, 'mapRight': { value: _renderTargetR.texture } }, 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;', 'void main() {', ' vec2 uv = vUv;', ' if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {', ' gl_FragColor = texture2D( mapLeft, uv );', ' } else {', ' gl_FragColor = texture2D( mapRight, uv );', ' }', '}' ].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 ) { 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 ); }; } } export { ParallaxBarrierEffect };