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							- import {
 
- 	LinearFilter,
 
- 	Matrix3,
 
- 	Mesh,
 
- 	NearestFilter,
 
- 	OrthographicCamera,
 
- 	PlaneGeometry,
 
- 	RGBAFormat,
 
- 	Scene,
 
- 	ShaderMaterial,
 
- 	StereoCamera,
 
- 	WebGLRenderTarget
 
- } from '../../../build/three.module.js';
 
- 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 };
 
 
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