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import { StereoCamera, Vector2, PassNode, RendererUtils } from 'three/webgpu';
import { nodeObject } from 'three/tsl';

/** @module StereoPassNode **/

const _size = /*@__PURE__*/ new Vector2();

let _rendererState;

/**
 * A special render pass node that renders the scene as a stereoscopic image.
 *
 * @augments PassNode
 */
class StereoPassNode extends PassNode {

	static get type() {

		return 'StereoPassNode';

	}

	/**
	 * Constructs a new stereo pass node.
	 *
	 * @param {Scene} scene - The scene to render.
	 * @param {Camera} camera - The camera to render the scene with.
	 */
	constructor( scene, camera ) {

		super( PassNode.COLOR, scene, camera );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {Boolean}
		 * @readonly
		 * @default true
		 */
		this.isStereoPassNode = true;

		/**
		 * The internal stereo camera that is used to render the scene.
		 *
		 * @type {StereoCamera}
		 */
		this.stereo = new StereoCamera();
		this.stereo.aspect = 0.5;

	}

	/**
	 * This method is used to render the stereo effect once per frame.
	 *
	 * @param {NodeFrame} frame - The current node frame.
	 */
	updateBefore( frame ) {

		const { renderer } = frame;
		const { scene, camera, stereo, renderTarget } = this;

		_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );

		//

		this._pixelRatio = renderer.getPixelRatio();

		stereo.cameraL.coordinateSystem = renderer.coordinateSystem;
		stereo.cameraR.coordinateSystem = renderer.coordinateSystem;
		stereo.update( camera );

		const size = renderer.getSize( _size );
		this.setSize( size.width, size.height );

		renderer.autoClear = false;

		this._cameraNear.value = camera.near;
		this._cameraFar.value = camera.far;

		for ( const name in this._previousTextures ) {

			this.toggleTexture( name );

		}

		renderer.setRenderTarget( renderTarget );
		renderer.setMRT( this._mrt );
		renderer.clear();

		renderTarget.scissorTest = true;

		renderTarget.scissor.set( 0, 0, renderTarget.width / 2, renderTarget.height );
		renderTarget.viewport.set( 0, 0, renderTarget.width / 2, renderTarget.height );
		renderer.render( scene, stereo.cameraL );

		renderTarget.scissor.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
		renderTarget.viewport.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
		renderer.render( scene, stereo.cameraR );

		renderTarget.scissorTest = false;

		// restore

		RendererUtils.restoreRendererState( renderer, _rendererState );

	}

}

export default StereoPassNode;

/**
 * TSL function for creating a stereo pass node for stereoscopic rendering.
 *
 * @function
 * @param {Scene} scene - The scene to render.
 * @param {Camera} camera - The camera to render the scene with.
 * @returns {StereoPassNode}
 */
export const stereoPass = ( scene, camera ) => nodeObject( new StereoPassNode( scene, camera ) );