| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116 | import {	LinearFilter,	Mesh,	NearestFilter,	OrthographicCamera,	PlaneGeometry,	RGBAFormat,	Scene,	ShaderMaterial,	StereoCamera,	WebGLRenderTarget} from '../../../build/three.module.js';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 };
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