File: //var/www/aspa/three/addons/effects/ParallaxBarrierEffect.js
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 );',
				'	}',
				'	#include <tonemapping_fragment>',
				'	#include <colorspace_fragment>',
				'}'
			].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 ) {
			if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
			if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) 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 };