diff --git a/examples/webgl_materials_cars_parallaxbarrier.html b/examples/webgl_materials_cars_parallaxbarrier.html
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+ three.js webgl - materials - cube reflection [cars]
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diff --git a/src/extras/renderers/ParallaxBarrierWebGLRenderer.js b/src/extras/renderers/ParallaxBarrierWebGLRenderer.js
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+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+if ( THREE.WebGLRenderer ) {
+
+ THREE.ParallaxBarrierWebGLRenderer = function ( parameters ) {
+
+ THREE.WebGLRenderer.call( this, parameters );
+
+ var _this = this, _setSize = this.setSize, _render = this.render;
+
+ var _cameraL = new THREE.PerspectiveCamera(),
+ _cameraR = new THREE.PerspectiveCamera();
+
+ var eyeRight = new THREE.Matrix4(),
+ eyeLeft = new THREE.Matrix4(),
+ focalLength = 125,
+ aspect, near, fov;
+
+ _cameraL.matrixAutoUpdate = _cameraR.matrixAutoUpdate = false;
+
+ var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
+
+ var _renderTargetL = new THREE.WebGLRenderTarget( 512, 512, _params ),
+ _renderTargetR = new THREE.WebGLRenderTarget( 512, 512, _params );
+
+ var _camera = new THREE.PerspectiveCamera( 53, 1, 1, 10000 );
+ _camera.position.z = 2;
+
+ _material = new THREE.ShaderMaterial( {
+
+ uniforms: {
+
+ "mapLeft": { type: "t", value: 0, texture: _renderTargetL },
+ "mapRight": { type: "t", value: 1, texture: _renderTargetR }
+
+ },
+
+ vertexShader: [
+
+ "varying vec2 vUv;",
+
+ "void main() {",
+
+ "vUv = vec2( uv.x, 1.0 - 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.x, 2.0) ) > 1.00 ) {",
+
+ "gl_FragColor = texture2D( mapLeft, uv );",
+
+ "} else {",
+
+ "gl_FragColor = texture2D( mapRight, uv );",
+
+ "}",
+
+ "}"
+
+ ].join("\n")
+
+ } );
+
+ var _scene = new THREE.Scene();
+ _scene.add( new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), _material ) );
+
+ this.setSize = function ( width, height ) {
+
+ _setSize.call( _this, width, height );
+
+ _renderTargetL.width = width;
+ _renderTargetL.height = height;
+
+ _renderTargetR.width = width;
+ _renderTargetR.height = height;
+
+ };
+
+ /*
+ * Renderer now uses an asymmetric perspective projection (http://paulbourke.net/miscellaneous/stereographics/stereorender/).
+ * Each camera is offset by the eye seperation and its projection matrix is also skewed asymetrically back to converge on the same
+ * projection plane. Added a focal length parameter to, this is where the parallax is equal to 0.
+ */
+
+ this.render = function ( scene, camera, renderTarget, forceClear ) {
+
+ camera.update( null, true );
+
+ var hasCameraChanged = aspect !== camera.aspect || near !== camera.near || fov !== camera.fov;
+
+ if( hasCameraChanged ) {
+
+ aspect = camera.aspect;
+ near = camera.near;
+ fov = camera.fov;
+
+ var projectionMatrix = camera.projectionMatrix.clone(),
+ eyeSep = focalLength / 30 * 0.5,
+ eyeSepOnProjection = eyeSep * near / focalLength,
+ ymax = near * Math.tan( fov * Math.PI / 360 ),
+ xmin, xmax;
+
+ //translate xOffset
+
+ eyeRight.n14 = eyeSep;
+ eyeLeft.n14 = -eyeSep;
+
+ //For left eye
+
+ xmin = -ymax * aspect + eyeSepOnProjection;
+ xmax = ymax * aspect + eyeSepOnProjection;
+ projectionMatrix.n11 = 2 * near / ( xmax - xmin );
+ projectionMatrix.n13 = ( xmax + xmin ) / ( xmax - xmin );
+ _cameraL.projectionMatrix = projectionMatrix.clone();
+
+ //for right eye
+
+ xmin = -ymax * aspect - eyeSepOnProjection;
+ xmax = ymax * aspect - eyeSepOnProjection;
+ projectionMatrix.n11 = 2 * near / ( xmax - xmin );
+ projectionMatrix.n13 = ( xmax + xmin ) / ( xmax - xmin );
+ _cameraR.projectionMatrix = projectionMatrix.clone();
+
+ }
+
+ _cameraL.matrix = camera.matrixWorld.clone().multiplySelf( eyeLeft );
+ _cameraL.update( null, true );
+ _cameraL.position.copy( camera.position );
+ _cameraL.near = near;
+ _cameraL.far = camera.far;
+ _render.call( _this, scene, _cameraL, _renderTargetL, true );
+
+ _cameraR.matrix = camera.matrixWorld.clone().multiplySelf( eyeRight );
+ _cameraR.update( null, true );
+ _cameraR.position.copy( camera.position );
+ _cameraR.near = near;
+ _cameraR.far = camera.far;
+ _render.call( _this, scene, _cameraR, _renderTargetR, true );
+
+ _render.call( _this, _scene, _camera );
+
+ };
+
+ };
+
+};