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/**
* @author felixturner / http://airtight.cc/
*
* Mirror Shader
* Copies half the input to the other half
*
* side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom)
*/
var MirrorShader = {
uniforms: {
"tDiffuse": { value: null },
"side": { value: 1 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform int side;",
"varying vec2 vUv;",
"void main() {",
" vec2 p = vUv;",
" if (side == 0){",
" if (p.x > 0.5) p.x = 1.0 - p.x;",
" }else if (side == 1){",
" if (p.x < 0.5) p.x = 1.0 - p.x;",
" }else if (side == 2){",
" if (p.y < 0.5) p.y = 1.0 - p.y;",
" }else if (side == 3){",
" if (p.y > 0.5) p.y = 1.0 - p.y;",
" } ",
" vec4 color = texture2D(tDiffuse, p);",
" gl_FragColor = color;",
"}"
].join( "\n" )
};
export { MirrorShader };
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